Warhammer40k Kill Team/HoR: Commissar Lives Matter

Kill team: Illiteracy edition

HoR rules available at heralds-of-ruin.blogspot.com/p/kill-team-rules.html?m=1

Anyway to get a Hellbrute in kill team games without completely fucking yourself?

is it's all around av even less than 33? I'm sure if it was you could just take cultists with it.

aren't they 12/12/10? pretty much anything with a side armor of 12 isn't going to fly since unless it has a lower front armor (and I'm pretty sure the only thing that does is a specific flyer in 30k that is over 200 points anyway) it's going to total 34 or more

Nothing with more than 33 combined armor and Helbrutes have 34.
Illiteracy edition continues.

Any advice on making Arbites or converting them? Scouts, Scions and Cadians looks like an ideal place to start.

Rate my killteam so far.

10 gun drones and 2 markerlight drones. 168p
Crisis Battlesuit with Flamer and Vector Retro-Thrusters. 32p

I'd use scions as a base probably. They've got nice ornate looking armor and theyve got database and a bunch of other fancy straps and what not.

Problem would be finding good shotguns for them...

You know what I actually have some future shotguns lying around, I should give that a try.

Got some scout shotguns, should that work?

Pretty sure the shotguns used by Arbites are very similar to the ones used by Space Marine Scouts.

if you want too copy the old arbites Scouts are closest.
Just use cadian helmets with the sides filed smooth.

Quick question: How do transports work in HoR?

Basically, I have two squads of 5 boys, a trukk, and then two meganobz. I can't start the game with a squad of boyz in the trukk, AND the meganobz, right? Only the boyz at the start, and then I can embark the meganobz on the first turn?

Sorry if this is dumb; I'm super new and shitty as this game.

Can I have a Knight?

......no.

I have like 6 or 7 of the more recent but now OOP metal ogryns.

Would they make a good kill team? because I like those minis and would do it.

Why not?

I saw one conversion set that used Skitarii heads (The ones with sallet helms), and a mix of Scion and Scout bits to pull it off. You could ask in /WIPg/, that's where I saw it.

obvious troll pls try harder next time

I think you can bring exactly 4 counting the bone 'ead with 30pts left for other stuff. Could take a priest to round out the numbers or if you're lucky and could scrounge up the points a sentinel.

As for if they'd be good, theyre going to be hellishly tough for the average kill team to take out. T5 with 3 wounds may as well be a damn hive tyrant in kill team. However, there are things that could go toe to toe with them.

4 ogryn is 170pts exact. At that point the only other thing you could fit in would be a priest.

Your other option is 3 ogryn and a veteran squad with a few cheap upgrades. Would give you some numbers and allow you to cover the ogryns weakness

Posting this again since the last thread on the way out the door.

+++ SoB Kill Team 3 (200pts) +++

Battle Sister x7
Battle Sister with Flamer
Battle Sister with Heavy Flamer
Immolator [Dozer Blade, Twin-Linked Multi-Melta]
Sister Superior [Bolt Pistol, Boltgun]

I can stick the Heavy Flamer in the Immolator to shoot out of the firing point, or I can give the Immolator a TL-HFlamer, and stick a relentless specialist Multi-Melta inside the immolator.

Not sure what specialists I'll use.

that immolator will help against enemy vehicles

no, this is a serious question

alright if you are serious

a knight has 13/12/12, this equals 37, no vehicle in kill-team can exceed total AV of 33

This is ignoring the fact that most knights clock in well over the 200 pts limit; aren't even Elite, Fast Attack, or Troop choices, and you would need a minimum 4 of them if you wanted to run nothing but knights. SO really it's just easier to say no to knights than explain all this. Would make for a neat fight if you were doing that kill team vs Disabled Super Heavy mission the rulebook suggested.

what do you think kill team is exactly, just curious and making it where you actually need to put in some effort. Come on bruh you're gonna have to try harder than that to get your (you) quota

This one. Scions body with Vanguard Heads are good for high ranking Arbites

That's what the user (you?) said in the last thread. I'm kinda worried about Marines or something and not having enough AP weapons. At best, I give the flamer Sniper so I can rend with it.

What do you think of giving the Heavy Flamer infiltrate?

Posted in the 40k General, might as well post it here:

Kill Team, Wolf your Wolf edition:

>Wolf Guard (Jump Packs) - 105

>Lone Wolf (2x Fenrisian Wolf) - 36

>Fenrisian Wolves (7) - 56

Some Wolf Guard and a Lone Wolf with his Wolves to Wolf, along with a whole pack of Wolfing Wolves.

Though now that I think about it more and more, I do enjoy the idea of an insane lone furfag and a massive pack of wolves:

>Lone Wolf (2 Fenrisian Wolves, Combi-Flamer, Frost Sword) - 66

>Fenrisian Wolves (15) - 120

Ive never really played 40k before, but a friend of mine suggested I take a look at HoR. Im looking at the demons but I cant seem to find a model for Bloodreapers. Is it supposed to be like a bloodletter with something tacked on or what?

Also if I play chaos space marines are cultists any good? I really like the way they look, and having a mod of them seems kinda fun.

How does one play against tau as orks? Crisis "move, shoot, jump away" seems to be almost uncounterable. Also they have smart missiles that do not require LoS to fire on you, so they pretty much put you on a clock

*edit: I play HoR

you've got 10 power armored infantry and a pretty nice transport/at option. Infiltrate would be a nice ability for the heavy flamer for sure, its very good in Kill team. As for regular flamer, I dunno. I mean its either sniper (which hurts you against hordes) or preferred enemy, which would allow you to reroll 1's to wound.

No idea what your 3rd spec would be. I guess you could give somebody haywire grenades or something?

Why does sniper hurt against hordes? The rend is wasted, but it's still a flamer. The sisters already get preferred enemy as an AoF.

I could take Promethium Charges. They already have Frag and Krak, but one that ignores cover can't be all that bad. I wonder if it could be stretched that the Krak ignores cover because it's worded oddly.

Actually, I think I'll go with Exploit Weakness. The wording doesn't say anything about melee only for vehicles. I'll take a Rending bolter against vehicles.

>Lone Wolf (2 Fenrisian Wolves, Combi-Flamer, Frost Sword) - 66
>Fenrisian Wolves (15) - 120

So everything else aside from the lone wolf is a beast. Read the rule book again and thanks for contributing to the ongoing illiteracy edition.

dont you feel a bit autistic posting fucking advice dog

FUCK.

>Lone Wolf (2 Fenrisian Wolves, Combi-Flamer) - 56

>Fenrisian Wolves (10) - 80

>Blood Claws (5) - 60

Not him, but it was thematically apropriate

Or rather, on the Lone Wolf:

>>Lone Wolf (2 Fenrisian Wolves, Storm Bolter, Storm Shield) - 56

you always wound on 4's

most hordes will be T3 which you would wound on 3's normally

>Is it supposed to be like a bloodletter with something tacked on or what?
pretty much yeah.
bloodreaper is just the bloodletter "sergeant". just use the fancy bits and weapons in the kit for him.

This seems like a good way to get into wargaming without breaking the bank. Can I assume that at whatever LGS, I could find people to play this with? Should I already be an expert of 40k rules to play Kill Team, or at least this variant of it?

Also, can I use proxies? I want to field orks because they seem like they'd be easy to cobble together from other plastic/metal crap on a clay or foam base.

You'll need to know the 40k rules to play vanilla kill team. HoR is even more complicated as it adds and changes rules.

Proxies should be fine for learning the game, if your FLGS won't let you use proxies to learn and figure out what army you want to start they aren't very friendly.

Orks are terrible right now, not trying to convince you not to play them but you should know what you're getting into.

Ah, I see what you're saying. I was basing it off of the Hand Flamer with sniper, but I forgot they're only S3. Well, in that case, that would free up the ranged weapon specialist. Maybe give a bolter ignores cover or something.

Any advice on my HoR Ork list?

198/200
Boss Meganob - 40
Boyz Mob w/ Shootas and Rokkit Launcha- 40
Boyz Mob w/ 'Eavy Armor - 50
Tankbusta - 13
Dok - 25
Trukk - 30

The plan is to have the trukk filled with the 'eavy armor boyz, the boss, and the dok, and have that try to get into assault. The shoota boyz are just support, and the tankbusta/rokkit launcha are for tank popping if I need it

>Orks are terrible right now, not trying to convince you not to play them but you should know what you're getting into.
As a new player, I don't mind not winning for a bit while learning the game and seeing if I even want to continue playing it.

I'm hoping this isn't like the FGC where any kind of question or complaint is met with cries that I'm demanding free wins, though. It's already seeming like it.

Though if orks are truly a bad choice, is there another army that would lend itself better thematically or aesthetically to using homebrewed crap models in the meantime before I win the lottery and can afford real ones?

Chaos Daemons (especially Tzeentch) can be pretty crazy looking, for what it's worth. They're a little abnormal of an army, but they aesthetically fit that bill.

just looked em up on 1d4chan

i dont mind losing while learning but
>Are you totally unconcerned with the fact that you very well may never win again?
is disconcerting

>I'm hoping this isn't like the FGC where any kind of question or complaint is met with cries that I'm demanding free wins

No, in 40k the CSM, Ork, and BA players cry bitter tears daily. Complaints are normal.

>Though if orks are truly a bad choice, is there another army that would lend itself better thematically or aesthetically to using homebrewed crap models in the meantime before I win the lottery and can afford real ones?

If you like building your own models Orks are the best choice. However, you still will need a lot of boyz and that can be more expensive in the long run than an army with fewer models. If just want models to get started and you're not picky about the faction I'd recommend a box of tactical marines and a rhino or a box of scouts for a 200 point kill team. They're dead easy to model and paint, too.

Okay that makes since, so it says I can take a juggernaut for 35 points. So to do that I need to get a bloodcrusher of khorn model and stick the appropriate head on him and Im good right?

Also in the armory it says the leader can take Khorn's Ruling as a weapon, but it doesnt give a point cost. Is it just free for the leader then?

Question: A Triarch Stalker would be fine at 11/11/11, right? And what slot does it take up again? Would you put it in Elites or Fast Attack or is it other? Thanks

Continuing the threads theme, I failed to read. Khorn's ruling is 25 points

So here is the Khorn list I put together. Is this going to work or do I need to spend less points on my leader to add more points to my core?

247/250

Bloodreaper w/ Khorn's Ruling, Juggernaut, and Cleaving Strike - 87
5 Bloodletters w/ Icon of Chaos - 80
5 Fleshhounds - 80

I kinda want to build a death korps kill team as a cheaper way to play them until I bite the bullet start ordering larger sections of the army. I think it might be fun to focus on engineers over grenadiers so I put together list themed on combat engineers and crews picketed ahead of a krieg battleline or that have crept up to strike at a particular target. Now looking over the rules would artillery be automatically removed when the game starts using the single unit rule or would I get a pass by keeping the crew near it? I just wanted to include a lighter support carriage in the form of a quad launcher as a specialist since its just small enough for a crew to move it about themselves. If not I'll go back to the drawing board and probably consign myself to grens.

-Elites-
Heavy Quad Launcher - Reaping Volley
3 Crew

-Troops-
Combat Engineers
Watchmaster - Team Lead
3 Combat Engineers
Engineer w/ meltagun - Feel No Pain

Combat Engineers
Watchmaster
3 Combat Engineers
Engineer w/ grenade launcher

-Fast Attack-
Cyclops Team
Operator
Cyclops Demolition Vehicle - Infiltrate

yeah 11 all round is fine. As for slot its the same as the slot its in the codex.
Triarch stalkers are elite IIRC

i wouldn't bother with an icon.
In kill team models are units of 1 so only the icon bearer would get the benefit. Its over priced for the benefit too only apply too one model.

Should I just drop that for another bloodletter?

yeah. An extra body will serve you better.

Hello /tg, I have a question.
What would be the lists to build two more or less balanced kill teams from the dark vengeance box?

probably The DA tac squad vs 5 chosen and the rest of the points in cultists.

Saw an user a couple of days ago posting a da kt with two bikers a librarian and some tacs, not sure what it looked like exactly tho.

librarians are a HQ aren't they?
which can't be taken in KT.
Also pretty sure minimum biker size is 3.

Only models that the dedicated transports were purchased with can be put inside the transport.

---[HoR: Necrons]---[199/200]---
Noble [30 pts]
. . . up to Lord [15]
. . . Phylactery [15] . (It Will Not Die)
. . . Dispersion shield [15] . (3+ invul)
. . . [WARGEAR]
. . . . . . Resurrection Orb [25] . (reroll failed RP)
. . . . . . Sempiternal Wave [20] . (2+ armour save)
. . . . . . Necrontyr Command [10] . (reroll morale, pinning, fear)
. . . . . . Nubeloscope [10] . (Ignore Cover)
. . . . . . Emergency Repair Sub-Routines [5] . (reroll RP once)
Deathmark [18]
Deathmark [18]
Deathmark [18]
--------------------------------
Nothing can possibly go wrong. Nothing!

I was tempted to do something similar, but instead of artillery I was thinking a Hades drill.
They're not cheap, but it's such a cool piece of kit - just need to make sure they don't disqualify themselves somehow

That would also be really cool, I just thought they had to come on from deep strike reserve via tunneling. Does it not?

20 ork boyz
- boss nob with big choppa and twin-linked shoota (leader)
- ork boy with big shoota (reaping volley)
- ork boy with rokkit launcha (preferred enemy)
- 17 ork boyz with shootas

10 gretchin
runtherd (feel no pain)

200 points on the nose

Is this too many models for kill team? Will people hate playing me?

Yeah, might do, I need to be back on the computer with the latest version of its rules (it went from vehicle to 'infantry')

Do both HoW and Kill Team ban Deep Strike?

It might be a little bit of a pain but not as bad as you may think due to route tests, with orc leadership once you lose half of that the rest will likely rout in waves.

If anything some people might be annoyed at how long your turn might take compared to theirs. Just talk to your potential opponents beforehand and see if they're up for it/have the time. You could even pack a second, more elite, team just in case.

Pretty sure marines can use drop pods in HoW if I remember right. So no, don't think so.

>orks
>elite

How do I avoid being outclassed by every other faction's elites?

I guess by having at least twice as many even when trying to cut down on model count?

'Ardboyz, tankbustas or bikes, then.
Everything else sucks.

Quantiy is a quality all it's own, m8. Let me know how that list works for you, I was planning on building a team almost identical to that, only with a couple more boyz and no grots.

The second anything with STR7-8 AP2 sneezes at tank you are goofed. I played 3 games with very similar set-up, everytime truk would explode and kill 2 boyz, dok gets focused because he is not an independant character and thus can't use Look Out Sir! Still, surviving mob is very scary, provided that you won't get pinned.

*sneezes at trukk, sorry, I zogged up.

In HoR, I noticed it's a bit vague here. By "Attack" do they mean "melee attack" like with Knocked Down, and by "combat" do they mean "close combat"?

If it had just said "removed if attacked," I'd take it to mean any attack, but they capitalize it for some reason, then specify in combat, so my "I'm totally new to this" part of me is hesitating.

Nevermind. It appears to be answered a couple of sections later, and not in the way I expected. Clearly, they would not receive a bonus Cover Save while stunned if they automatically died to shooting attacks.

Deep Striking is in HoR, but only if the model teleports, materialises from the warp or otherwise pops into existence on the battlefield. No aerial insertions, so gravchutes and jump packs are out, and even the models that are still allowed to Deep Strike suffer a -1 penalty on the mishap roll.

HoR usually has a 250pt limit, rather than the 200pts that GW Kill Team gives you.

Bumpin for the sake of keeping the rules up

Intrigued by new kill team i will try next week at lfgs with a couple of casual friend

I"ll be facing lore dark templars and lore khorne csm/chaos

So here is my fluffy list i guess

- 16 shoota boyz w/big shoota, boss nob w/big choppa
- trukk w/ ram, grot rigs, wreking ball

the idea is to have a firing squad using the trukk as an improvised ifv (i know a razorback would be awesome)

My general has t shirt armor and poor bs will generally hinder my list, also i lack anti armor, i dont want to get tankbutas against marines since it is a casual game
(I was also thinking about a grot list with mekboy junka as ifv and maybe a buggy)

What's your opinion?
(The list in the photo is still wip)

Under normal circumstances, I'd say two things. First, your team is weak because you're playing a weak codex with fragile units. Second, your team has too many upgrades, which could be used to purchase a higher volume of Boyz. However, due to your competition being equally weak codices with hopefully weak lists given they are lore-focussed, I suppose all I can say is 'this'll do.'

I'd probably talk it out with the opponent and have something else on standby just in case (maybe a Bane Wolf, possibly Sentinels and just being Guard)

So would you guys say that GW or HoR rules would be better if I was looking to make a Necron team?

The specialist rules and stuff from GW seem like they could add a good bit of interesting customization, but the reduced unit selection is a bummer, especially when it comes to HQs/Team Leaders

HoR Necrons are tougher than all shit, but can't climb or jump for shit, so they need ladders. My group has started a campaign, and so far, it's been really enjoyable.

Is there any way to play IG and avoid going ~20 models?

What about wraiths?

Are Meltagun Acolytes worth it in Kill Team? My team would be 3 Meltagun Acolytes in a Chimera with two Heavy Bolter Servitors and 4 screening Storm Bolter Acolytes, as well as 3 Crusaders to try and snipe MEQs. My main enemies are marines and Tau, as well as a guard ogryn wall.

I don't the fine details the balance, as I only play casually with some friends. As far I know, daemons aren't terrible, it's really only Chaos Marines (a different codex than Chaos Daemons) and Orks that get the whole "You're so weak it's pointless" routine. Even then, that's mostly based on if you play against the absolute top tier armies (Eldar, Necrons, Tau, Space Marines), which are pretty common. In that case, Orks and CSM will get demolished, but even vs. a middle of the road army, they have a decent chance.

I play Nids (and not flyrant spam) vs. Tau, SM, and Necrons routinely, so it's not awful.

Sentinel, chimera, vets, scions, ogryns.
Don't you guys ever read the fucking codizes or rules?
Oh w8...

i don't see the point of the markerlight drones, too few and no way to boost bs i.e. drone controller.
Drop 2 drones, buy them from your crisis as they're 2pt less each, drop the VRT as suits I2 and hit&run is unlikely. Buy another flamer instead and roast them in overwatch.

>Sentinel
Obvious good choice for KT, but no-one has them because of how bad they are in standard games.

>Chimera
Very good for objective games. Needs good placement to make a good weapon platform.

>vets
Very easy to fit 20 vets in with good gear.

>Scions
Overpriced units that are "MEQ killers" but can't wound them.

>Ogryn
4 Bullgryn are hilarious in KT.
Ogryn get murdered by mass S4 AP5.

Only method Ive found involves vehicles unless you want stormtroopers or ogryn.

Simply put IG is gonna have numbers. If your opponent can't figure out how to kill ~20 dudesmen he's either the worst player ever or hasn't read the rules and doesn't understand that break tests fuck IG over royally.

But yeah, grenadier vets with a pair of plasma guns with ignore cover and preferred enemy, a heavy flamer guardsman, a relentless heavy weapon, and a chimera is about the best you're gonna be able to do.

So a Devilfish with 12/11/10 would be chill in a killteam game?

This seems to be a fairly """inexpensive""" way to get more models for 40k. FLGS has a set for 65 bucks; 23 models and a chopped-down rulebook seems bretty gud for the price.

...then again, I got out of 40k back in late 4th edition and I've avoided the plasic crackpipe since then...

You get a full rulebook in there. Just has the fluff missing.

It's definitely a reasonable way to start if you want to play SM or Tau. You should be able to flip the squad you don't want pretty easily. As for the Kill Team rulebook itself, I'd urge you to give Heralds of Ruin a look as well. It'll let you bring some of the interesting HQ choices to the table (albeit lower power versions) and doesn't require you to bring whole squads that'll just get divided up into individuals.

Sorry, I'm unfamiliar with individual necron units. I've seen a player use what looked like standard troops to great effect, basically like unkillable terminators with reanimation. Melee heavy units also do very well against armies that have shooty squads and lower leadership. My Death Korps hate pure genestealers lead by a broodlord. The line breaks the moment combat happens.

Not sure what to make for an eldar kill team. Any suggestions or lists?

How well do marine scout arms fit with IG? Marine scouts look like the only place to get shotguns for IG veterans without using third party resin.

The same thing you normally bring

Scat Bikes

Some people in my club wants to play HoR but im not feeling it, but they insist i join.
What army is most op bullshit in HoR?

Not got the codex to hand, but jetbikes. Mobility and firepower.

Yup, give it sensor spines and tank shock things out of cover. Or if you take a pathfinder team, give it seeker missiles and smart missiles for no LOS fun.