Kill Team General /ktg/

The 40k format where you play with a few small squads of dudesmen and individual models. GW official and HoR welcome, though it's polite to clarify which one you're talking about.

Ask Questions, Give Advice, Post Lists.


>Heralds of Ruin rules here:
heralds-of-ruin.blogspot.com/

Last thread died, right when HoR orks codex got an update edition!

Other urls found in this thread:

lookaside.fbsbx.com/file/KillTeamOrks8.0.pdf?token=AWySZ72qG1hUDlOl5ypYcsblJMQv1btuiIbYQoYn_eBqvDmXTFcTh727PX7hGgbXTx8INc7buzdULXIY83P7yfyhi0xSqzK8sYI0wYklvDWnrtDhyB0gA1k7fla9KY9uPSAVRu11xm8SuApSrLuWgGpw_QW9XwaN5iMl3BPKsNP-1g
twitter.com/NSFWRedditGif

Do we have a prompt for discussion? Or just general thread?

Okay you runtry gitz, straighten y`selves and listen up!

>shoota option for boy mob is free now
>when your leader is kaptin, flashgitz can purchase 4+ armour for 4pts and gain mob rule near him
>grots no longer cause nerve tests to nearby orks when getting shot up
>herder can LoS on grots as if he was a character
>all bossy orks got Born to Fight USR! (when failing LD check in close combat you have 50% chance to spass it anyway)
>10 kommandoz can now have 3 special weapons amongst each other
>Kommando Nob counts as kommando and thus can get his grabby hands on speshul weapons like rokkit launcha, big shoota and burna! Dead killy dat is!
>WAAGH!

previous thread

HoR?

Anyway these... Seem quite reasonable. Without mucking about with Ork statline, you've introduced some new ways to make Ork Kill Teams more viable, or at least give them an edge to compete or take a few different models that might normally not see play, or at least take away some of their rather silly weaknesses that don't make sense.

Wish granted, user.

These are from freshly released Hork codex

Indeed it is.

A shame the original designer didn't cough up the original template, them we might actually have some good and uniform formatting rather than trying to reverse-engineer it.

We might just have to make a call for a new template to be created rather than suffer trying to build off or emulate the old one.

HoR's Hrud Kill Team fandex is pretty atrocious in formatting, but their fandex for Rak'Gol seems intriguing. Although they seem to be borrowing more profiles than they make of their own, which would make them much more defined as their own faction. As is, it seems like a nice placeholder for now.

Where is this from? The version on the HoR site is 7.0.3.

That's what I got from the site.

Here is the current HoR ork codex. I recommend registering in Facebook HoRks group to stay tuned better. Sorry for awful link, dunno what to do about it.

lookaside.fbsbx.com/file/KillTeamOrks8.0.pdf?token=AWySZ72qG1hUDlOl5ypYcsblJMQv1btuiIbYQoYn_eBqvDmXTFcTh727PX7hGgbXTx8INc7buzdULXIY83P7yfyhi0xSqzK8sYI0wYklvDWnrtDhyB0gA1k7fla9KY9uPSAVRu11xm8SuApSrLuWgGpw_QW9XwaN5iMl3BPKsNP-1g

This is what I previously downloaded from the HoR site.

Is there a place on the HoR Facebook page with all the force lists? Or am I going to have to join every single faction page to get the latest lists?

I think you have to join every goddamn group to get lists. When I joined HoRks group they had v.7.0 while HoR site was rocking v3.0 (Nobs and Flashgits had Initiative 2 there, lol).

I don't really understand, why they are making groups closed, when they have codexes that are a must have to play

Me neither. Nor why the official forums, tacked onto the website, required registration to even view.

This is one of the many reasons HoR scared away new players in my area.

If it's not available on the main page, it's still in development and thus not ready to throw onto the main page. A lot of groups have more advanced documents, but they're going through revisions to work out the kinks.

Note it went from 7.0.0 to 7.0.3, showing that there's been a few changes from one version to the other.

Okay, that part I don't know. I should be more open rather than closeted off, at least allowing people to read the forum rather than having to login to view. Could it just be a quirk of the forum it's run on?

Any tips for getting people to play kill team? All the locals pretty much only want to play regular 40k and have no interest in it.

Tough luck? You can dangle the carrot by having a game place host a tournament or game night for it (GW official rules can work well for this) or help people play with models right out of the box rather than trying to build a 1500 point list right away.

Me and the guys i play with have noticed some glaring bugs with GW's version of KT:
-No Brotherhood of Psykers means that a lot of units get cut out and you rarely get to see or use psykers
-No Look Out Sir means that you can easily get your leader sniped and this transaltes into a "hide your leader" minigame
-Every dude with a grenade can throw it so 15 marines can shoot 15 Str 3 AP- small blasts or 15 Str 6 AP 4 shots
So how did you solve these problems in your group? No "play HoR" meme please

If people want the grandeur of super heavies and named characters slugging it out then it's going to be hard to convince them to play the game that's entirely about avoiding those things.

Play HoR. Or at least take ideas from it. Let other models Look Out Sir when it comes to protecting your leader (and perhaps even your specialists). Grenades are one use only. Don't know about psykers, they're explicitly excluded for a reason and it'll take more than a quick patch job to make them work. HoR has you generating d3 warp charges a turn instead of d6, almost every psyker is ML1 and Brotherhoods of Psykers must function as squads.

What do you think about free shootas? I feel both happy as an ork player (buffs yay), but at the same time it bothers me to no end how useless sluggas are compared to shootas now.

They cost the same, but shootaboys have flexibility of bunkering up and sitting behind cover on objective. Also it is awkard to run as sluggas when you have 1 special weapon in your squad. +1 A in melee is not enough to compensate, since shootaboys will make up for lost attack while they are approaching to charge/overwatching. Why would you take sluggas instead of shootas now?

Since when were Shootas free? I definitely think that they should be a paid upgrade. As you said, you lose 1 Attack per model, but those boyz still have 2 Attacks base and shootas essentially double their firepower while extending their range by 6''.

Why do they insist on keeping nobz as Ld7, but are okay with taking them to three wounds?

Haven't run into the psykers issue, but allowing look out sir for minis within 2" having thrown non-blast grenades be snapshots (and disallowing them to be thrown in overwatch, etc.) does the trick. It makes a krak grenade a special, but risky proposition to throw since they basically need to land at the opponent's feet. Potentially worth throwing if you have a tough target, but generally not better than using your guns.

I'm guessing that Ld 7 is seen as a fundamental part of the Ork army. Only the Boss Nob has 3 wounds, though.

Ork author is super weird about it. When I asked him to at least make leaders have LD8. I asked in a pretty polite way btw, it just bothers me that ork leaders have useless Inspiring presense aura. I got this as a reply:

>And no, your Team Leader cannot be Ld 8 just because, it's like making a Space Marine sergeant Ld 9 just because *shrugs*
> If you're so concerned about that, take a kaptin, give him a hat and upgrade his Ld to 9, the option is there, take it if you want and stop bitching to me about it.
>nothing for da boyz is handed out on a silver platter and nothing for their players will be either, let space marines get all the buffs to make new players eased into the game and learn from their mistakes without losing outright, orks are not like that.

They were free in 6th ed as I've heard

HoR tries to stick with 7th Edition codexes, so I can see why they aren't free any more. As for the author: fucking lol. What terrible reasoning for design decisions.

There's nothing saying I can't use TL rules in KT, right? I can play NL and have an army of stealth raptors or something?

It's only a thing because the Ork codex wasn't updated between early 3 (when all sarges had a +1ld upgrade) and late 4th (when they'd forgotten about that and gotten super lazy).

They were free in every codex except their most recent one. They were changed to their current statline in 4e (from being ap6 bolters in 3e).

>HoR tries to stick with 7th Edition codexes
Except for 3W nobz (when even bigmeks get Ld8).

I think the designer for HoW Orks is a bit rubbish. I might pump out one quickly tomorrow sometime. Even if the normal nobz stay ld7 to stick with 7th, their Boss Nob should get 8 rather than 3W.

Do Nobz have 3 wounds in full 40k? In HoR they have 2 wounds, with the only exception being leader characters, who generally do have more wounds than the unit they're based on.

>it's like making a Space Marine sergeant Ld 9 just because *shrugs*
Veteran sergeants are Ld9, though. Does that guy just not know?

Anyways the real answer is to just change it yourself. HoR is fan shit, and fan shit ain't sacrosanct.

While you are at it, fix rokkit pack on stormboyz (not suited for KT at all, it should be run 6`+d6, risk a wound), no heavy armour on flashgitz and dok not beeing a character. Bonus points if you make garbage wargear (boom time) not as garbage.

>TL rules
>NL

Nah, just two.

I was looking at the boss nob. +1W for leaders seems odd, but if it's across the board I can get it. That said, 3W Ld7 is still a confusing decision.

Veteran Sergeants are a paid upgrade that exists in the SM codex. The ork squad leader upgrade is sticking a Nob in there, who are well good at krumping and keeping the boyz in line with said krumping.

Traitor Legions, Night Lords.

I've not read TL, but the KT rules are "any single codex force." If TL doesn't require the CSM codex to use with it then you're good, otherwise you're technically not allowed. Only an arse would not let you use the new TL rules, but there's plenty of those around.

If you mean 30K sure i would allow it although should be better if played against other 30K lists.

Pic related is all it says.

I don't see why it wouldn't be allowed.

Now the question becomes, sneaky sniper chosen, or spooky stealth raptors.

Have you been living under a rock? 40k got Traitor Legions in December.

Ld stat lines up with other factions. If a Space Marine force takes a regular sergeant as their leader then he's bog standard Ld 8. You want Ld 9, you pay for a veteran upgrade (or take one of the mini-character options as your Leader).

It's still painful, of course. Being Ld 7 on your rout test right from the start is not a good thing.

Nah, Traitor Legions is a supplement that came out for 40k. Has rules for all the original legions, particularly those fancy new Thousand Sons models that came out a few months back.

Yeah, looks like you're good.

LD7 rout tests kinda forces you to try and table opponent no matter what mission you play

Traitor Legion, Night Lords.

No 'evy on flashgitz is just following the lead of the useless peice of shit ork codex. I'll probably do a "true to 7th" one and a "not garbage" one.

My friend who plays orks has discovered this to be the case. Of course, his MO is "ignore objectives, get stuck in" so it suits him just fine.

That was cool by me too, but eventually it gets repetetive

Perhaps it will. For now, he's still happy rolling Many Dice and laughing as his leader Killsaws his way through anything foolish enough not to have AP2 in melee.

Said leader did end up going down to a cultist Overwatching with an autogun in his last game, though. I think he passed about 40% of his armour saves in that.

>Have you been living under a rock?
Apparently yes, i don't play 40K since Craftworlds came out and i came back only a couple days ago when some of the guys i used to play with bringed up kill team.

Welcome back. KT (and HoR) are a pretty reasonably place to be in right now. There's also some real interesting stuff going on with the fluff. Hopefully you're not a Biel'Tan player. Or particularly attached to Cadia.

Well... Welcome back.

Yea, the 9 Traitor Legions have rules again thanks to the aptly named Traitor Legions supplement. The image I posted is for ye olde Batmans aka Night Lords.

Ld 7 was a poor decision in the last 3 codexes, since they forgot upgrade leadership was in wargear for orks, not the unti profile when the 3e codex was made. Not upping it to 8 for a hypothetical boss of a kill team, meaning the nob doesn't actually help your boyz hang around is a bad decision. Making Iron Gob only for some characters at twice the price it used to be is another bad decision. Doing this when the KT rules already removes the (admittedly rubbish) mob rule to keep boyz around is even worse.

You pretty much have to run with the legacy options. It's super fucking gay.

They pretty much decided to run it by committee and killed the whole fucking game.

GW KT - Night Lords

CSM x11
All w/CCW+Bolter+Pistol
Flamer
Missile Launcher
Champ w/MB

Specialists:
Exploit Weakness - Random Dude
Infiltrate - Flamer
Sharpshooter - ML

It's rather plain, but with built in stealth, I think it should be pretty good.

Thoughts?

any protips for adepta sororitas? I am pretty new.

My list
Repentia Squad(85pkts)
Dedicated transport: Rhino(40pkt)
Battle Sister Squad(75pkt) with Storm Bolter and Meltagun
= 200pkt

How many bodies does that get you? 10? Should be okay, assuming the Repentia don't get shot to pieces. What specialists are you thinking of going with?

Looks solid. Sharpshooter on ML is a good call, though popping Relentless on him instead might be a good idea. What leader trait are you going with? I believe KT lets you outright choose if you don't fancy rolling.

How's this squad?

Crisis suit 22
-Burst cannon 10
-Cyclic ion blaster 15
(Guerrilla Specialist:Preferred Enemy)

Crisis suit 22
-Burst cannon 10
-Flamer 5
(Indomitable Specialist:Feel No Pain)

Crisis suit 22
-Plasma rifle 15
-Plasma rifle 15
(Weapon Specialist:Sharpshooter)

Strike Team 45
-extra Fire Warrior 9
-Shas'ui 10

Leader: Shas'ui Fire Warrior

200 pts

yeah 10bodies. Relentless for melta-sis, Furious Charge for random repentia and Master-Craftsman for storm_bolter-sis
And Mistress of Repentance as a Leader

>Looks solid. Sharpshooter on ML is a good call, though popping Relentless on him instead might be a good idea.

I find the idea of a 7' tall dude in power armor with a bazooka skulking around in a bush hilarious, especially when he's taking called shots with missiles. The added bonus of an ignore cover blast is just icing. Relentless however, is very tempting because I could give my flamer sniper.

>What leader trait are you going with? I believe KT lets you outright choose if you don't fancy rolling.

They say you should roll, but in a campaign, they say you can pick. If I were to pick, I would actually rearrange my specialists and take my commander as a 4th. I could also drop to 10 guys, give him a power sword and wounds on a 2+ for dead killy. I feel like that would fit a raptor better, though. Hell, even just FnP would be nice. I could potentially outflank, too.

Thanks OP! My computer hard drive crashed with no survivors.

Glad someone made this thread.

On topic:

Just got my DKoK grenadiers and engineers! Excited to start building a nice lil KT list. I may run them as IG (use grenadiers as vets) so I can use the heavy bolter team I have as well.

Any good IG/DKoK KT lists out there?

Unfortunately IM sucks ass HARD when it comes to KT. DKoK is interesting tho but they won't benefit from the bodies they can usually field.