Kill Team General /ktg/

+++ Deploying general +++

Kill Team is a scaled down 40k game made by Games Workshop with larger focus on "Your Dudes".

Kill Team Heralds of Ruin (HoR) is a fan made take on the existing system which adds various improvements, realism and codexes for unofficial factions like ogryns, grot rebels, hrud, etc.

Discuss both GW Kill Team and HoR Kill Team, just don't forget to specify which one you are talking about.

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Tips for a noob player with Dark Angels?

GW killteam

A friend of mine brings 5 fire warriors and then as many piranhas as he can afford.

Nothing I can do with codex marines works against it, I just don't have enough anti tank.

the only way that I've managed to take them all out is to use raptor chapter tactics for the rending bolters on scouts. Is there something that would work without using broken forgeworld chapter tactics?

>hrud
Has anyone made a Hrud killteam? Sounds fucking cool

How are Sentinels faring in GW KT? I'm liking the idea of having them in regular 40k and wonder if its worth over taking mass guardsmen or Veterans in a Chimera.

I've checked their codex briefly. They seem to have a lot of broken shit, but look fun.

Truth be told, every faction looks OP when you are playing orks haha, even in HoR

There isn't a tonne you can do about it.

HOR is better for a reason, it limits some of the more abusive stuff.

Despite the fact that they aren't really "OMG RIPTIDE" tier, piranhas are disgustingly cost-efficient. You pay something like 12 points for the actual fish + burst cannon. The rest of the cost are in detatchable drones which are super useful for delaying charges/shutting down units.

Rak'Gul seem neat, but I'd like them to have some more neat profiles to work with than just stealing AdMech rules and Stubbers.

They're immune to anything less powerful than a Tau Pulse Rifle, which is Bolter and Lasgun immunity, basically. Watch out for special weapons and Rending, though, as those will fuck you up consistently.

They, and the Sydonian Dragoon, make good walkers because most basic weapons and melee strength can't actually make a glance on them.

They are really, really not worth it in regular 40k.
Their armor is as bad as wet paper towels and they don't carry any worthwhile weapons for their price.

I couldn't tell you how they fare in Kill Team.

That sounds fairly good, I'd still be scared of Plasma and the likes with anything really. I was thinking of having them be my heavy weapon carriers besides a single Missile HWT for Ignores Cover AP3. I imagine 3 is a bit much since 9 guardsmen is an easy break test. I wouldn't worry about it since my group voted it out anyway.

They seem like fun low-cost outflanking distractions for casual games. But I agree that their armor is awful compared to the wall of AV14 I like to have accompany my mech Vets.

I'd be careful near Dark Eldar as well. Blasters a very easy to make enmass in a DE list and they will rip Sentinels apart.

GW Kill team

I'm brand new to 40k, trying to make a IG killteam. So far I was thinking 10 vets with Grenadiers doctrine, a chimera with multi laser, heavy bolter, and heavy stubber, and a sentinel. Keep waffling on weapons and whether or not to do armored sentinel or not. I was originally thinking of an autocannon team on the vets, and Lascannon on a scout sentinel. Now I'm leaning towards two grenade launchers/launcher and flamer, or just giving the squad krak grenades.

What if orks in HoR could use STR instead of I while climbing up and down buildings? Make it a part of `Ere we go! rule.

Right now boyz have 1 out of 3 chance to climb on a building and get into assault... Yeah.

Could resolve it just by having different levels of Initiative for units. Orks aren't particularly agile, and dancing through terrain is really the realm of Harlequins.

Could be that Boyz can opt to ignore a failed Climb test, but suffer Dangerous Terrain as a penalty. Call it "Reckless" or "Weight of Numbers" that symbolizes them either charging through unheeded to risk. That gives them functionality, but doesn't let them be as agile as a stilt-legged Sicarian Infiltrator.

I'd give Orks a whole mess of rules that allow them to ignore certain rules for tests, but they suffer hits and penalties for them. Then they can be an army of disposable boys with heavier more reliable units backing them up.

Alternatively, use Storm Boyz to jump around the map for that purpose.

Came here to ask the same thing, would it also be better to go for Chimera because of agility and speedy, or more sentinels because dakka?

Buy magnets and then you wont have to worry about choosing one weapon.

GW killteam.

How great is it that they left acts of faith as is while disabling so many other special army rules?

I've got a whole new generation hating on battle sisters.

Vets in a Chimera + Sentinel should be fairly durable thanks to front AV12. I've had good results with a relentless HWT kept inside when the rest of the squad disembarks for objectives.

How's this for a GW kill team?

I also can do this

To be honest, with this rule boyz are not reaching harlequin level of agility when climbing. When you are not the one on charge you have a 50% chance to fail. 33% chance when you are charging (Furious charge kicking in), which is fluffy I think, as orks are more eager to climb up/jump down, to get stuck-in!

Dangerous terrain test to autopass is alright I guess, but makes Heavy armour even more needed. Besides, it makes using specialists even less desirable, as losing painboy for a random unlucky test would suck balls.

Storm boyz are good, I agree, but they don't fix the fact that everything with boy statline can't climb for shit.

Some factions just can't climb, along with some builds. Tau, as a faction, also have I2, and any faction that builds pure bikers loses all ability to climb. Still, Tau make up for this by having no shortage of Jump/Jetpack Infantry available to them, so they have units that can easily gain the high ground.

Could be that Orks do get an Initiative bonus when charging, or just a passive +1I only when interacting with terrain. If the first, then Orks can strike their one betters on a charge before getting bogged down, making them good charging hitters. If the second, Orks are just slow in combat, but do about as well as humans when it comes to terrain. If both, Orks are human-level for most tasks, but can work themselves into a frenzy to scramble towards their charge targets, which would make sense and would mitigate some of their as-of-now shitty rules.

>tfw you find out there are rules for Death Korps
>tfw you realise 1 minimum Infantry Platoon is 190 points

I'm still tempted, desu. (GW KT)

I've checked throughout various codexes to see who suffers just as bad as orks do. Remember, that shooting > melee in general and doubly so when it comes to climbing. Most of the time you don't need to climb on the same level as your target - if your target can shoot at you, then you can shoot back (most of the time). As melee you obviously have to climb after your target to get into base contact.

So races who can't climb for shit:
Necrons, Tau, Ogryns, Squats, and Orks.

>Necrons
Necrons have very shooty units and thus generally don't need to climn that much. On top of that they have wargear that allows them to climb and move through cover for 5 pts.

>Tau
Tau have jets as you've mentioned and again, shooty as hell, so they don't suffer.

>Ogryns
Ogryns seem to have it as bad as orks do, which is quite sad really. They have T5 and multiple wounds to compensate I guess. But all in all they also would need a rule to use STR instead of I.

>Squats
I don't know much about squats, just checked their I stat and its bad, but from what I've heard they are kinda broken and doing well even without that.

>Orks
And to finish the list - orks, a race which is supposed to get into close combat asap, yet can only make it there 1/3 of the time, and that is provided that you haven't failed charge distance as well. Every game I play opponent places his shooty units on top of buildings and I can't do jack shit about it. Its not like it is an "abuse" specifically to fuck with orks - it is a general tactic in KT to put shooty guys higher to provide line of sight.

Fluff-wise it does not make sense either: orks are very strong and survivable, they were literally created for war and survival by the old ones. And now suddenly a light armored mushroom gorilla can't climb as good as an underfed guardsman/cultist?

Your "friend" is a waac faggot

Pretty sure HoR has you covered for that.

Personally, I've been looking into Inquisimunda for a smaller, more personalized warband with freakier units, although you do lose out on some of the more exotic weapons unless you start using alien weapons as counts-as.

If I was house-rules, I would probably give Orks both the proposed +1I for terrain interaction, and the +1I for charge just so that normal Orks can strike simultaneously with humans and nobz can strike simultaneously with space marines for cinematic clashes.

It also makes them a team of alpha-strikers, meant to charge in and take the fight to their opponent rather than fight in defense. Although they would lose momentum in a protracted fight, as they start losing Initiative and their surviving opponents can hit back faster.

>rules for squats in HoR

Well shit, I might have to check that out now. Pic related of my wip gw kt.

It also has grot rebels, rogue traders, kroots, arbites

Do they have AV11 front-sides? In general in KT not that too many models can threaten AV11.

I remember playing vs Admech where I've killed his only plasmagun dude (well, more like him gets hotting himself to death) and proceeding to roflstomp him with 2 hull points trukk(10 AV btw), as the rest of his weapons couldn't even scratch it.

Vehicles are very high risk-high reward in killteam. If opponent has more than 2-3 reliable sources of STR6+ then you are in trouble, otherwise you can contest a huge chunk of map with vehicle alone.

Probably because they forgot sisters existed in the first place.

Armored Sent are AV 12 front

I think that in HoR you can't have armored sentinel at all. I've seen only 11/11/11 vehicles so far, 12 armor front would be total boss.

How much cover do you need for kill team? It looks fun but I'm not sure how much I would need.

I also need people to play with, but that's a separate problem entirely because no one at my LGS wants to.

You need as much cover as you can get your hands on. If there can put a ~9`` circle on the table and it won't clip any kind of cover, then you are doing it wrong.

You don't have to overbuild it with ruins and such; but fences, barrels and crates are a must.

Unfortunately my LGS (A GW official store) only has the default ruins and stuff from Sigmar/40K.

I would like to get some more, but I'm a broke college student/janitor.

If your place has ruins, then you are already set, kinda. All you need it to pepper terrain between buildings with 0.5-1`` height terrain.

I bet that empty boxes of matches could make really nice terrain. Also I've seen tutorials on stuff like sandbags or razor wire, it looked pretty cheap to make, but a bit time consuming. Try finding plastic miniature trees, use IRL rocks (why not?). Ask other players to give you vehicle models to act as terrain and put a smoke made out of cotton to represent it beeing wrecked.

Try talking people into joining KillTeam fun, in my opinion it is way more fun than 40k. I recommend HoR one because it is less derp and even bigger focus on Your Dudes.

Rodger is that you?

Nope, not Rodger.

Does Roger happen to also play Guard?

Max armor per side isn't limited in HoR, just total, which is total AV 34. These rules tend to apply more to Transports, which don't have an official unified Codex of choice, though some of the newer lists incorporate them. A notable example is a Chimera which has AV12 forward armor, and an exception is the Drop Pod, which is AV12 on all sides but completely immobile.

Vehicles in team lists proper (not transport optional rules) are universally Walkers (save for Grot Tanks, because fuck you) as stated by the design notes, which make applicable Walkers into a standard choice. These are always Light Walkers like the Sentinel, Ironstrider, and Penitent Engine, which are cheap and lightly armored enough to merit inclusion into a team without breaking the game.

>tfw hikki autist with no friends so im making an opposing kill team of khorne berzerkers to play myself against my red talons

I feel your feels man. Another super-loner here. No-one to play with. I'm starting to think this hobby isn't for me... I joined a friends group who he says are into miniature wargaming but none of them are actually gaming or even hobbying from what I can tell so the group is totally dead.

*joined a group on fagbook, I meant to say. I'm tired fuck off.

Any advice for making a Chaos Cultist kill team?

HoR or GW?

HoR has a Renegades and Heretics list so you can maximize customization without resorting to using CSM models proper. You could also work out an Imperial Militia and Warp Cults list from the Horus Heresy for something possible just as to more customizable.

Also HoR cuts down on Cultist/Renegade spam so you can't bring 60 models to a Kill Team game and it squads them in 5s. This way you don't piss off your opponents and break the game by having more models than can be killed. You can still drop templates like rain in R&H, though.

Is anybody else sick of the HoR teams awful design by committee bullshit?

They literally have 5-25 people working on each codex and at least 100 on the main rules and they just approve anything with enough votes.

What are your issues with it?

My Skitarii list. plasma caliver has Reaping Volley, arc rifle has Infiltrate, and taser goad has Hatred.

Inconsistent formatting across books

Too many options in invented codexes that can make it so you can do things pretty much any other army can, like the Squats army book.

Development is an absolute crawl.

whats a good and fun list for IG killteam

Yeah he does and he's a poor college/janitor, are you half black perchance?

Squad of vets with special weapons and an auto cannon cruising round in a chimera seems to work well

I actually agree. Though work has been done to establish a consistent book format.

Truth be told, the guy who ran HoR before kept things consistent, but then he just up and left and didn't share his format which is bizarrely weird. Every iteration of format either grandfathers in the design from original edited codices, emulates the original design in look but can't quite, tries to sort of do it, or completely lacks any format. The new dev team is made of people who were walked out on by the original dev, so that kind of sucks.

New Codices have been reigning in a lot of stuff, although since each faction has its own dev team they can sometimes overdo it. Space Marines and Imperial Guard have kind of flooded their own lists. I'm a member of AdMech and we've managed to keep things roughly neat and focused, although our biggest issue is trying to make Electro-Priests good in any capacity; solutions ranging from giving them more reach on their attacks, giving them constant maximum electro-buffs, or turning them into support units that can power up the other units in your list, or themselves, turning them into batteries and generators for a list.

These guys don't have a shitton of variety, but I like the fact that I can make them from the Start Playing! Box.

Huh, i flat those Piranhas as easy as sundays.

Granted i also play Skitarii.

If physical rules concern you that much, you can tell that climbing and jumping doesn't need initiative check if it doesn't take more than half of the unit's movement value

Haven't really played HoR, so I have I idea of this Sisters list is good. Thoughts?

Leader:
Celestian Superior -29
Storm Shield
Brazier of Holy Fire

Core:
Battle Sisters x10 -150
Flamer x2
Heavy Flamer x2

Dominions x3 -69
Melta Gun x3

The list seems pretty straight forward, though idk what all I'd need to prepare for if I ever manage to play. I will say that the SoB Leaders are all pointless compared to the Celestian superior.

Working on a Tyranids kill team to go up against my friend's Tau. HoR if it isn't clear.

Warrior Alpha 53
-Hardened Carapace, Deathspitter, Flesh Hooks

Warrior x2 60

Hive Guard 55
Pyrovore 40
Ravener 42
-Rending Claws, Spinefists, Flesh Hooks

Thoughts?

Six models? That's not a lot.

Campaign-wise, Tyranids do get help in that their disposable horde dudes regenerate 1d3 casualties per squad.

Well, we were planning on just scaling up to more normal size games from there, so I'm not too worried about that.

I also don't really have any Gaunts, so my options are a bit limited there.

I got 10 bolter tacticals, and one of every special weapon tactical. I got 5 assaults, 5 sternguard, and 10 scouts (4 melee, 3 bolter, 2 snipers, and 1 missile launcher.) Will I be able to make a good army with it?

Yes, it's more than enought

Are Scouts good for GW KT?

They can be good point filler for Space Marines, putting models on the field for a team that is nearly all pricey models.

How about solo dolo?

The Emperor Protects, I guess.

Those are some real nice looking sororitas.

What do you think, how broken an ork HoR-dex would be if it was based on this?

dakkadakka.com/dakkaforum/posts/list/697834.page

Nope, whitest of the white.

It's quite funny running into a half-clone.

Yes, you can make a lot of lists out of it. I'm talking from HoR perspective.

Don't take flamers in Killteam.

Take either stormbolters, Heavy Bolters or meltas.

Sounds like a cheesy bastard. I'd understand your saltiness.are you alower land Speeders or bikes/do they even compare?

It depends on ammount of terrain you are up against. In HoR lots of cheap flamers could be really cool, again, depending on how map layout is.

If you just run ruins and thats it, then flamers would probably be so-so.

Hi guys i am going to a small Kill Team tournament next Saturday (using GW Kill Team rules) this is my planned list. What do people think is 2 Dragoons too much? Should i downsize it to 1 so i can take a few more Rangers? From what i know of the local meta i will be most likely against Dark Eldar, Eldar Clowns, Nids, Daemons of Nurgle, IG, and CSM.

Bikes.

Dragoons are nice, but you don't have many models at your disposal. Seven bodies on the field isn't much, even if two of them are immune to most S4.

Rangers do well, but Vanguard, the cheaper options, actually shine pretty brightly in this format. Assault 3 guns and the ability to dissuade charges by being -1T while in based contact.

So, anyone check out Inquisimunda? I've been scouting it out for its customization options and ability to show off a much more freak-showish team like Blanchitsu stuff.

Am I correct that you can't bring a Ynnari Kill team to GW?

Here's my starting team for a HoR campaign. I want to get a get an Apothecary as the third special and the Naaman sniper bolter on the sergeant as the campaign goes on. Any tips/feedback ?

Leader:
Veteran Scout Seagreant
- Sniper Rifle
- Camo Cloak
/24 pts

Core:
5x Tactical Marines
- Plasma Gun
/85 pts

Special:
Deathwing Knight
Ravenwing Knight
/90 pts

I was honestly just maxing out on models and special weapons. 15 bodies left me with 20 points to spare, which was 4 flamers. I could swap them for Storm Bolters, too.

The second list, I could drop a single Dom, change them to Storm bolters, and turn the 3 other flamers into Heavy Bolters in the Command Squad.

I don't believe so, as they use a specific detachment.

There goes the solitare + 3 windrider nightmare team

They'd be all kinds of broken anyway, so it's for the best.

>kill model, soul burst, kill model, next guy soul bursts, kill model, next guy, ect then the rest of them get to fire normally

Yea, fuck that shit.

I do wish we could get admech combined so I could get some priests + vanguard, though

give fires of cyraxus/8th already fuckers

How would that work with Canticles and Doctrinas anyway?

Perhaps choice of leader gives them to the whole team so that each isn't penalized for mixing and matching. We already have two styles of Tech-Priest for each.

Anyone made a warband or done some freakishly fun stuff for their dudes?

anyone here play hinterlands?

I bought a vindicator because of that rhino

bump

Considering doing so. It seems interesting enough.

Still need to give it a read through. I'd honestly prefer something like Fantasy Inquisitor, with a very slim model count and a great deal of customization to make all the wild and twisted things I want to in the style of Blanche's artwork.

Does Kill Team resemble Necromunda and Mordheim?

Depends on which. GW KT is just tiny 40k. HoR seems more like Mordheim, but lacks a lot of the randomness. Inquisimunda is, well, self-explanatory because of the name.

Could we expand the Kill Team general into Games Workshop skirmish general?

This would incorporate Kill Team, Regiment of Renown, Hinterlands, Heralds of Ruin, Necromunda, Mordheim, and Inquisimunda/Inq28 into a single general, which might help it generate enough interest to have some sticking power on the board.

GW KT

Triarch Stalker with Heavy Gauss/Particle Shredder(can't decide)
7xImmortals with Gauss
249pts or 254pts

thoughts on that list? No specialist yet

GW Imperial Guard 200 pts

>Veteran Squad w/ Grenadiers Doctrine
Missile Launcher HWT (Sharpshooter)
Plasma Gun (Preferred Enemy)
Grenade Launcher

>Veteran Squad w/ Grenadiers Doctrine
Autocannon HWT (Relentless)
Flamer OR Grenade launcher

Will two BS4 Heavy Weapons and giving 4+ to everyone make up for not going with an infantry platoon with a handful of upgrades? I could switch for Forward Sentries saving 10 points for -1 Armor Sv and +1 cover, something handy with all the ruins/forests my group has.

Bumping because I saw an user asking about 200 point teams in /40kg/

I like making random mini's from a combination of Warhammer Fantasy and 40K kits as well as my own greenstuffing work like pic related.

How friendly is KT for Inquisitor forces? Roughly how many mini's would I need?

Wrong pic, this is the finished mini.

Any ideas for a simple tau build I can use for sunday megabattles without being too op? I am still just learning but have access to the targeted reconnaissance cadre and start collecting boxes along with a piranha and fireblade

HoR allows Inquisitor forces to actually ally with other lists. GW KT I'm not sure allows them because aren't Inquisitors HQ choices?

Also there Inquisimunda, which is basically Inquisitor and Necromunda merged into a single game. This game has a whole lot of customization and you might only need 5 or 6 models for your whole team. Each single model is hugely customizable which allows for a large range of representations on the model itself, meaning you can kit something out and not really have to counts-as for it.