Kill Team & HoR General

>I don't have the greentext info edition

Get in here and talk about Kill Team, both the official GW edition and Heralds of Ruin

Thread Topic:
>Tell us about your campaigns. Did you forge a narrative or have a story before you began?

Doing a campaign myself about a Guard Platoon trying to escape from enemy lines before they get bombarded along with all the filthy Tau. Meanwhile they will get hunted by Tau battlesuits, kroot and path finders

I'm basically fuming that I still can't field the Terminators in the base Kill Team. Played a Ravenwing and Deathwing in HoR but we wanted to try out something simpler so I have to get rid of my favourite unit.

Which one is better-

>Sternguard Squad w/ Storm Bolters
>Scout Squad w/ EITHER Camo cloaks or Sniper Rifles


I'm thinking the Camo cloaks, run Chapter Tactics Ravenguard or Raptors for a good time

Just getting into this. How well would 5 Wulfen with Frost Claws+Autolaunchers work?

My squad with the old rules was:
3x Bullgryns (Bone'Ead w/ Maul+Shield)
4x Ratling Snipers

They tended to do well. How well do you guys think they'll hold up in the new format?

Aren't terminators like 200 on the dot? What's wrong?

Get scouts, boys over toys

Why would you EVER take storm bolters on Sternguard ? If this is a self-imposed challenge then I guess I would prefer Scouts with cloaks. But if you can use Sternguards with basic bolters and special ammo they are the clear winner.

No 2+ saves in the official KT.

I actually got back into 40k because of the new kill team. My local shop has been doing a month long league for the occasion. Two days a week and 250 lists.

As I hadn't played since fifth edition and the only 40k I still have is Dark Vengeance it was the perfect excuse to get back in. I've been loving every second of it. The smaller more tactical scale is a huge relief from the "Death Stars" I have seen in full scale 40k.

Let's talk about the impact of KT on the image of 40k for a sec also. Value over $100 for $65? Check. Validates the "get started" boxes as a safe investment to start playing? Hells yeah it does. Fast and easy way to quickly but not confusingly learn the game in it's current form? It is 40k so it isn't per say easy or fast but it is less in depth than other starters like DV so yeah kinda...?

Our league has been pretty small capping out with 6 people on Tuesday(all marine and guard players :/) and we aren't running any kind of narrative but depending on how it goes I plan on launching a more detailed one next month with better loot and narrative.

>Black Commissar lives matter
>Illiteracy edition
>"45 guardsmen are op" what are break tests

Ok I think I got all the memes out of the way

Now we can get on to the topic at hand.

For the guys playing Heralds of ruin, how different do your armies tend to be from vanilla Kill team.

Trying to get an idea if I'll be able to switch back and forth easily or if I'll need to go with pretty seperate teams for each.

sounds awesome. Are you going to have them take casualties and turn into vets after a while, or are you going to just replenish models between missions?

Huh, just saw this, made a quick army. It's supposed to be Catachan themed, but eh. What do you think, anons?

Troops
-Veterans, 60
+Shotguns, free
+Flamer, 5
Total, 60

Dedicated Transport
-Chimera, 65
+Hull Heavy Flamer, free
+Turret Heavy Bolter, free
+Camo Netting, 15
Total, 80

Elites
-Armoured Sentinel, 35
+Autocannon, 5
+Camo Netting, 15
Total, 55

Complete Total, 200

I dont think Camo is worth it on either vehicle. Its 1/3 of your sentinels cost almost and 30 points would be nicely spent upgrading those vets with camo cloaks and couple special/heavy weapons. If its youre theme go for it, but this is my two cents.
Also as a future note youre not supposed to give the points value for wargear individually. you could instead list is like: Veterans(Shotguns, Flamer) - 65

Would wraithguard work for KT?

armored sentinels are 40pts base. Did you mean to put scout sentinel?

Eh, true enough. Though my autism demands everything be labeled, I just like how it looks.

How's this?

Troops
-Veterans, 60
+Shotguns, free
+Flamers, 10
+Forward Scouts, 10
Total, 80

Dedicated Transport
-Chimera, 65
+Hull Heavy Flamer, free
+Turret Heavy Bolter, free
+Camo Netting, 15
Total, 80

Elites
-Armoured Sentinel, 35
+Autocannon, 5
Total, 40

Complete Total, 200

Still 200 points, and it looks nice to me.

Also somewhat cheap, only needs 1 pack of guardsmen, 1 chimera, and 1 Armored Sentinel and it's done.

Plus, it can be made entirely out of FW Cadians and the GW stuff too.

Also, I swore Chimeras could take Autocannons? Did I miss the page or something?

Oh shoot. You're right, whoops!

Need to trim 10 points off of this. Dang it.

The labeling thing is so GW doesnt get upset.

Autocannons on Chimeras are a Forgeworld thing. Not sure where to find the info though.

they can take a turret autocannon for 5pts if you're allowed to use FW stuff. It's not an option in the regular codex sadly.

>the labeling is so GW doesn't get upset

We have a free pdf of the kill team rules in the Op, keeping GW happy went out the window a long time ago.

And besides, even on a forum like Dakka dakka I've never really seen it be an issue. Some people get pissy but I've been on there for years and never seen a thread removed because of that.

It's a very different thing to say

>Vets 60pts
>X2 flamer 5pts
>Autocannon 10pts
>Camo gear 10pts

and to say

>I can take an Autocannon which is heavy 2 Ap 4 S7 with 48" for 10pts in the guard codex, which can be bought as a heavy weapon option for all guardsmen squads other than Stormtroopers, Ratlings, Ogryn, rough riders, and those Battle pysker squads.


People mainly hate it because it's clunky, it makes reading the list more difficult, and anyone who is even remotely qualified to help you with your lists probably has the options point cost memorized already. It's easier to just say

>Vets: x2 flamer, autocannon, camo gear - 90pts

because I can tell that a glance, get a quick reminder on points, and go from there.

Scouts, absolutely scouts. Pick Sniper Rifles if you need one of those two things. Ideally only like two or three with snipers the rest unupgraded.

Picked up the KT box today. LGS holds an intro day on the 8th. Between now and then, I'm gonna try and get a Marine army assembled and learn to play. Anything in particular the rulebook (KT and regular) won't tell me that I need to know?

There's an old saying in Kill Team: "Boys before Toys." To clarify, this means if you're ever deciding between extra bodies or fancier equipment, pick the former. Models that do this well are Space Marine scouts, because they are very efficient for their points cost, and Imperial Guard veterans, because they're versatile and cheap.

Unfortunately, right now I don't have the cash for boys OR toys. I've got the ten tac marines in the box (3 built and none painted), the 13 Tau (not even touched), and my two boxes of Skitarii that are on semi-hold until I figure out conversions for their guns and get a supply of greenstuff going. So... Pretty much the 10 tac marines.

Ok. Well, that's alright. A fairly optimal list is 12 tactical marines, two having special or heavy weapons, so you aren't far off a pretty solid Kill Team! With your models, here's an example of something pretty decent you can do.

Troops:

Tactical Squad - 5 Models - 105 points.
1 Sergeant. Power Fist. Make this guy an Infiltrator. 39 points.
3 Boltgunners. 42 points.
1 Missile Launcher. 29 points.

Tactical Squad - 5 models - 95 points
1 Sergeant with combi-plasma. Paint up one of your regular boltgunners a bit fancy to look like a second sergeant. 24 points.
3 Boltgunners. 42 points.
1 Meltagun. 24 points.

200 points total.


This should be a fairly versatile Kill Team. You'll have to proxy the Power Fist, but other than that, this'll work.

Why squads are so fucked in HoR? Are there any benefit for using squads like boyz, guardsmen units, tyranid swarms etc?

So far I see ONLY negatives:
> Ranged weapons with a 3+ attack are the bane of you, since you will have to soak up all the wounds, thus opening potential of wiping out a squad. Against a single model 3 wounds is an overkill. Against a squad thats 3 dead models. And to start allocating wounds only the closest model from the squad has to be in range/visible.
> You test for leadership when you lose 25%. So if 2 squad members are down, the rest might run.
> You are a giant Nerve test trigger. Granted, squad does not test for nerve itself, but it will make everyone in 3` around your squad test for nerve if you lose a single model from a squad.
> To hide a squad, every model has to be able to hide
> Individual models count for rout tests, so a squad is a +5 to your model count.
> To counter charge all models in a squad have to be within 3` after charges subphase. How the fuck are you supposed to do that without making half a ring around potential charge target?
> You can't spread squad members because of unit coherency - have fun not beeing able to hide every squad member behind cover, getting fucked over by difficult terrain, getting fucked over by template weapons.
> When you are assaulting a single flimsy model you can't even spread pistol shots during shooting phase not to overkill it - you have to charge the same fucking unit you shot at! Everything you have to do to fuck over melee squad is to spread out units - have fun assaulting each one of them individually once per turn only to lose models everytime its opponent's turn to shoot with leftover models.

I'm going to play my first KT game on a small 16 player tourney since at least 3 years on Saturday. I play full on 40k on a regular basis so rules are no problem.

R8 my list:

7 Sternguard
- IF CT to reroll against mass lists
- 4x Bolter
- 1x Heavy Bolter
- 1xMelta
- Sarge /w Powerfist and Bolter
> 199pts

I recall there being a power fist in a tactical squad sprue?

FW HH KIllteam anyone?

How do I into Tempestus Scions? I feel like I am fielding less than some SM player.

Troops:

Scions (5)
-x2 HE Salvo
Tempestor
-Plasma Gun
100

Scions (5)
-x2 Melter
Tempestor
-Plasma Gun
100

Taking a Taurox would put me at 7 models and the vehicle. Would that be any better?

I don't own the Kill Team box, but I'm operating under the assumption that it's a pre modelled set.

It's a tactical marine sprue, so power fist included!

How far do you take Your Dudes in Killteams? Does every model have a name? Are you forging a narrative?

how does this look?

* 6 Fire Warriors (Bonding Knife Ritual)
* 3 XV8 Crisis Suits
-Burst Cannon, Flamer, Target Lock
-Flamer, Fusion Blaster, Fusion Lock
- Twin-Linked Missile Pods, Target Lock

~199pts

Smells like WAAC

idk, is it? I'm going to be playing a full (1500 hopefully by the end?) Farsight list soon, and I was going to do 4 suits but I wanted that felt weird. also fuck riptides.

would something like this be less douche-y then

* 5 Fire Warriors (Bonding Knife Ritual)
* 4 Drones
* 2 XV8 Crisis Suits
-Burst Cannon, Flamer, Target Lock
-Twin-Linked Missile Pods, Target Lock

I did with all my specialists when I first started, but my local gaming group just doesn't care. They basically just opened up the Kill Team book and picked their specialists based on who they were facing there and then. Kind of just put me off doing it, but I still pre-pick and name my specialists in spite of them, even if I am just keeping their names to myself!

Dunno about the rest, but when shooting at squads you only target a single model. If you want to spread the shots out you need to do Suppressing Fire and take -1 to your BS.

The downside of this is that your special weapon dudes can't be screened by their squadmates.

As much as I'd love this to be true, in HoR it says : "Squad - Simply treat the unit as normal, using the Warhammer 40,000 rules". Which means that if you targeted 1 guy, then the rest of the squad will share the pain. You allocate wounds (and try to save wounds) starting with the closest visible model.

Suppressing fire is used when there are multiple models bunched up, but not in a squad. You still want to hit them, so you lower your BS and can allocate wounds to neighbours.

>They basically just opened up the Kill Team book and picked their specialists based on who they were facing there and then

That's pretty gross, desu.

... why would you need target locks? they're all single units already anyway. you're paying five points to do literally nothing.

I didn't say it was douchey, I only said it smells like WAAC and I bet you knew before.

Against friends I wouldn't field it for the sake of fun, but in a competitive environment, there is nothing to say against it, cause who does not want to win?

Surely that's not the case? Each squad member still targets and shoots individually. Is there any clearer ruling on it?

Should I use Rapid Fire Kroot Rifles (S 4 AP 6) or sniper ammo vs Wraiths?

Not familiar with kroot but why are you going vs wetsuit in kill team? Your friend I'd a dick

KillTeamC ampaign. I don't know if he will bring Wraiths, but every time I have played against him, he has brought Wraiths. But I like to be prepared for the worse and plan for dealing with the possibility of Wraiths.

Your friend is a dick, as has already been said by . Wraiths are too good in Kill Team and your friend should know better than to use them.

I mean...it's Kill Team. If you read the back of the book they specifically point out that you can do whatever the fuck you want in a narrative or casual game. So, problem solved.

Now assuming you wanted to use them in a "competitive" game, well as a baseline they had to draw the line somewhere and they drew it at 3+. I think pretty much every player knows why, and you do to. And the fact that you even have the instinct of wanting to bring 2+ to a small scale version of 40k, well that just makes you kind of a dickbag. And "fuming" over it makes you seem even worse.

Not to mention bonding knife which does legit nothing in KT

How would pic-related perform in Kill team?

Squishy melee units without a transport? You tell me.

True, but KT is kind to footsloggers because of dense terrain.
Who's to say they won't be in a Rhino / Immolator?

Have had three kt games so far. Transports been a game changer to you? Because so far my group has pretty much come the conclusion they are a waste of points.

They certainly have. IG veterans & SM scouts is my meta. Transports are effectively a hull of immunity around your KT for the first turn of the game. Not to mention they get you to the objectives faster.

I like to scheme, which one should I roll with; probably fighting lots of Tau and Marines-

>15 Skitarii Vanguard, Sydonian Dragoon
>10 Dire Avengers, 5 Howling Banshees
>60 Gretchin, 2 Runtherd, 7 Kommandos
>5 Sternguard, 4 Combi-guns, Scouts, Snipers, Cloaks
>6 Harlequin Playerss, Crescendo, Haywire Grenades, 4 Fusion Pistols, 5 Caress of Death

I don't have a Dragoon to add to my Skitarii yet but the Vanguard have destroyed anything I ran them against.
Once bunkered down on a terrain piece and held off two Blood Angel teams in a 3V3 game with 10 Vanguard and 5 rangers. Got extremely lucky with wounds and armor saves, but they still punch well above their weight, and with a Dragoon can kill literally anything.
If the Tau brings suits, charge them with the Dragoon/S and drown them in wounds from unengaged Vanguard. If he brings troops, just get in a shootout at 15' or so and use the Dragoon to hunt specialists.

And by "unengaged" I mean "not shooting at Tau infantry" not "not locked in combat" Suits are scary, but fire warriors need to be closed with and put down quickly or they pick off your leader with 30' guns.

Another DA player and I run one Rhino in our squads(our league is 250 point lists FYI). Four shots at 24" in a mobile bunker is pretty neat.

I've noticed that against Tau the Dragoon is pretty great. Inevitably Fire Warriors are used, and while S5 can glance it, they need to hit (a lot harder in KT with positioning restrictions to get Markerlights) and then roll a six, and then I get- in open terrain- a 5+ cover. Meaning if I'm smart, that's a 3+ cover on top of everything else.

The only real danger (besides Vespids, the greatest of Tau) is a load of EMP grenades- which is not that bad, 10-30 points against one guy can limit their capabilities a bit- or missile pods, plasma, and drone shit. Dragoon are a good way to kill suits though, the Instant Death turn 1 can put in work, if not it'll die in their turn (which is arguably better)

Pathfinders get shredded by Vanguard, and Rangers AP4 is pretty solid against Fire Warriors, especially since it's only 2ppm more to give a very good chance of kill (3 to hit, 3 to wound and of in the open they're just dead)

If they decide to bring suits, 15 Vanguard with a Plama Caliver or (people don't like it but I think it's fun) Rangers with some Snipers can be pretty entertaining.

Tau aren't fantastic in Kill Team, but man do Skitarii take them out like no other

I do like the idea of equipping one Vanguard with an Arquebus (Vanguard because I nearly always take them over Rangers unless I find room for a )5-man squad) and giving it fleshbane to negate it's biggest downside. Due to no 2+ Saves, this would be very helpful, or give it Ignore Cover for a mini-vindicare. Now that I think about it, that seems like an excellent idea in Kill Team, thanks.

Are the dark eldar as terrible in killteam as in the normal game?

>60" AP3 Armorbane fleshbane sniper in a game of no 2+

What monster has been made here? What God have we beseeched? On the flip side, this looks funny as hell for a quick delet button on anything annoying.

Wouldn't think so, you have access to fast and cheap transports for your hail of poisoned shots that are effective against just about anything die to no 2+.
You can do two 5-man warrior units in Venoms with 10pts left, so you can give one of the Venoms a splinter cannon or get a single Sybarite instead of a warrior for a higher-ld leader to assist break checks. In fact, I think Kill Team would really suit Dark Eldar.

On a 4×4 board, no less. There is literally nothing this thing cannot hurt if given Ignore Cover (although I would prefer Fleshbane) and put in a good viewpoint.
This sounds much better than my previous 2 plascal list (that was a waste of points, they're massive targets).

isnt the fleshbane ability melee only?

Are you being serious?

Terminators are a natural thing people will want to run in anything even remotely like Kill Team. Or have you never heard of Space Hulk?

saying this as a guard player, I'd much rather face terminators over anything else the space marines can bring at 200pts

Nah. Terminators are pretty easy to deal with in a vacuum, especially when you can pick out their heavy weapons early on. A tac squad will have equal firepower at 24 and double the firepower at 12 and that's before you tack on plasma guns etc.

He's annoyed because he fleshed out his terminator KT and now that KT is finally getting a push from Geedubs, it's verboten.

Played templars v deathwing v chaos and the DW brought a lot of cc guys, chose brought a ton of cultists, I brought neophytes, initiates and an asscan terminator.DW got plinked at all game by cultists in cover before getting nailed by my shotgun blasts close up and sliced and diced by my champion. Then chaos just rolled over what was left of my dudes.

So GW put out a new Kill Team edition? How does it compare to Heralds of Ruin?

Keep in mind that they'll each have a strength 6 ap 4 range 8 assault 1 grenade shooting attack, and a strength. 3 blast if you're feeling saucy.

Keep in mind that most other models will too.

It's a lot like small scale 40k rather than a proper skirmish game with lots of arguing about what's a unit.

In HoR you can bring a FEW Termies.
They're all Leaders or Specials (and SM get few Specials), the exception being Grey Knights for whom they're Core.

wait flesbane ignore cover how

+ Easier to pick up and play / sell to people who play regular 40k.

- Less depth and prone to rule confusions.

If GW revise and expand it, then it could be great. Otherwise I worry about its longevity (although I really hope people keep plugging away at it regardless).

In HoR how well is a ten man squad of Iron Warriors with a heavy bolter and a meltagun likely to do exactly?

I am unsure whether I enjoy the idea of a full squad or a combat squad and an Obliterator more.

Models slowly gain names through their deeds. We have Larry, Curly, and Moe the Space Marine scouts who managed to sit in cover and snipe /nothing/ for an entire game, until they were devoured by Scourges.

We also have Sister Belinda the Cowardly, who spent half the game hiding and the rest hauling an objective far, far away from everyone else.

But the overall league has a story. I'm even working on writeup/story bits.

90% of the time, more dudes are better.

What would be a reasonably cheap ork or space marine setup for a beginner?

For Space Marines you could squeeze by with as little as one box of tactical marines.

I got a box, but its kinda wonky since i built them more as display than play. But the composition is:

A veteran with a powerfist, a banner and a bolt pistol.
4 taticals, one with a rocket launcher, one with a melta gun, one with a plasma gun and one with a flamer.
The other 5 have normal bolters.

No idea if this works beyond casual games.

Hmm, well for the future you should try and either build each box with only one special weapon or magnetize them to switch them out. You can only take one special weapon in each squad of 10.
The vet is fine as is, but to run anything more than 2 combat squads you wold need another box. If you want a bit of variety in your kill team you could pick up some scouts or one of the other marine flavors like Sternguard, vanguard, or assualts. A rhino could also go nicely, but it all depends on the team you want to build. Are you playing casually or more competitively

I'll probably end up getting a couple more space marine stuff sometime (get some scouts and maybe some more taticals to switch around), but its difficult to both find the minis and people to play.

Not playing yet. My plan was to have a few small squads and extra units to swap around and play with friends (And later on possibly play other modules like gorkamorka).

>you could squeeze by with as little as one box of tactical marines
>tfw you can get 10 Dark Vengeance Tacticals for $11

Have you painted them? This is salvagable if you organize at least one of group of five into a crusader squad

All of them are painted fully painted. I can make a crusader squad, and just swap out the special weapons guy then?

>All of them are painted fully painted.
Crap. Messed up the text. Either way, its possible to make the veteran + 3 basic bolter taticals + a speciality guy then?

Black templar marines a good base killteam y/n?

I don't have names for them, but they are all fairly heavily converted to try and give personality to each model

I would give them names, but I just can't seem to come up with ones I like for them

Crusader squads don't need a sergeant and can have a heavy weapon and a special weapon at five men. So you can field them all in two five man squads. They're Black Templar exclusive though.

>Campaign mission: 1
>Turn: 3

All guardsmen have been removed as casualties

>They're Black Templar exclusive though.
Well, crap. My guys are all crimson fists. I can probably work out something though.

Better than they are in regular 40k. Melee is a bit more viable, lack of librarian shenanigans is mitigated entirely, their special squad shines more, and the rest of their chapter tactics are useless as ever.

Crimson Fists would have a God Tier Rynn's world kill team mission. Sternguard and Scouts are already used a lot, and would be fluffy as fuck vs orks. Do a couple special missions with Pedro Kantor and you're gold.

I'm new and mainly a kill team player, and I was looking to expand and get more teams together for a kill team. I have a Tau kill team right now that is the main one I run and a SW kill team. I was thinking either chaos or skitarii next, anyone got a reason I should get one over the other?

Seconded as a fun idea

The crimson fists (alongside the salamanders and the imperial fists) are my favorite chapter, so yeah, when i get the chance i'll be expanding my little team. Pedro kantor will be a bit tough to find, but i'll think of some way.

Ironically, my second favorite faction are the orks, so they are on the buy list too.

Also sorry if i'm asking for too much stuff, but are there any rulebooks/texts (just for the missions, i already have a couple of rulebooks saved as pdfs) about the rynn's world team missions, or should i just build it around the lore/story stuff?

And thanks so far.

build it from lore/story. I think there used to be a mini campaign for it in big 40k, but it is likely lost to the ages. Check the main thread there to see if anyone had it.

I'll ask out there then. Thanks for the help, battle brother.

Bashed this together

Dark Angels

Tac squad - sarg + 4
Sarg x2 bolt pistols
Flamer
Rhino

Scouts - sarg + 6 scouts
Sarg with storm bolter
Heavy bolter
2 cc weapons
3 shotguns

Scout sarg is leader and jumps in rhino with heavy bolter scout(relentless). One regular marine gets sniper and the tac sarg gets 2+ to wound in close combat.

If you use the HoR casualty rules, some of them might survive to crawl to the nearest table edge on the bleeding stumps they once called legs, or run back into the killing fields to save their friends only to be mown down by pulse rifle fire.

So the Genestealer cult rules have leaked. Oh lordy lordy lordy, I can already hear the neckbeards rage. This is going to be interesting...

So, ignoring GW rules, are the HoR Genestealer Cult team around? What do you folks thing?