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Semper's Heroes Answer the Call


WarriorFish

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I've finally managed to organise some Kill Team with my gaming group, planned for next week assuming all goes well (you know how IRL can be...). I've forged my list but it's pretty much written for me given the requirements I've set of using Semper's Heroes and Ruby, their shiny dirty new transport. This is what I've got:

Veteran Squad - Semper's Heroes

Captain Semper (Leader)

- boltgun

9 Veterans

- plasma x2

- sniper rifle

- autocannon HWT

+ carapace armour

118pts

Chimera - Ruby

- hull heavy bolter

- turret heavy bolter

- pintle heavy stubber

- dozer blade

- recovery gear

80pts

Ruby is most eligible for change as I can swap her turret and hull weaponry for free (she's magnetised smile.png ) but I figured double heavy bolters should unleash a good storm. Obviously I've left the vox upgrade off as it does nothing tongue.png I'm a bit new to this Kill Team though so I'm not sure about the best use of specialist rules.

What would you recommend? I'm tempted to take Eternal Warrior for the HWT because they should have the rule anyway tongue.png Maybe Fleshbane on Semper so he cleaves models apart in close combat as his model suggests! I'm not especially worried about doing the best combinations as I'm more interested in just getting the squad on the table but as I'm not sure where to start I thought it a good idea to ask for advice.

That aside, such a squad of heroes is surely already good enough msn-wink.gif

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Let's see. Unfortunately unless you get the leader roll that lets you pick a skill then Semper can't take any skills. Make the two plasma guys have preferred enemy and master crafted. Helps against gets hot. Give relentless to the HWT. With that I think you've got your bases covered.

 

Also I keep seeing these two topics on kill team of yours so now I'm starting to get a kill team itch...

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I picked up the itch from someone else so I suppose it's only fitting that I spread it on tongue.png Thanks for the advice Idlem, it seems that not many people play Kill Team! Perhaps we can change that msn-wink.gif

I missed the fact leaders can't take the specialist skills which is unfortunate but that's one less decision to make. I like the ideas on the plasma troopers, they'll be my AT so will be important. Relentless is a great idea too, I think I'll give the specialist stuff one more read and if nothing jumps out at me I'll go with these smile.png

It's been a pain in the backside lately trying to get games in with people being busy, so quick Kill Team games should be a great way to snatch some 40k time biggrin.png Let us know if you go get round to it, I think we could do with more Kill Team around especially as we have a fair few new recruits who could find it a great introduction and way to use their models as they build their army up.

I'll try and remember to take some (rubbish) pictures for some small batreps, but I can't promise anything as I get too engrossed in the game and usually forget laugh.png

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I've given it some thought and I've decided to stick with Idlem's suggestions. For a battle plan I'll probably have the Chimera sit back with the autocannon and sniper and have the rest of the squad advance on the enemy. Maybe out a couple of troopers inside to fire from the lasgun arrays and a plasma to fire out of the hatch? My opponents will likely be Marines, Orks and Grey Knights so there won't be any easy fights!

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I wish you good luck, after the fluff write up on Sempers heros we know they kick assmsn-wink.gif

II'll try and remember to take some (rubbish) pictures for some small batreps, but I can't promise anything as I get too engrossed in the game and usually forget laugh.png

I look foward seeing those.

And it would be interresting to read the battle rep, because I haven't played a single Kill Team game so far, and I've been in the hobby for a long long time. The closest thing to a Kill Team game would have been a match last year on turn sevenbiggrin.png

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Thanks Sviar smile.png I'm aiming to get as many games in as I can so I should have some decent reports to make by the end of it :tu: I've played small games before so I have a fair bit of experience to draw upon despite not having played Kill Team before. The main differences are the individual models as units and specialists which will probably change how it works quite radically so there's also a good chance the experience won't help that much tongue.png

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Split fire or stealth would also be good for the heavy weapons team.  The autocannon has the range that it doesn't need relentless so much as better protection or more effect per shot.  FnP would be good for one plasma gunner and Ignores Cover would be vital for the other.  I would also find points for the forward sentries to get cammo cloaks.  Cover is king in Kill Team games.

 

I played kill teams with my Scions and wished I had used AM vets instead.  The only opponents I trounced were Marine opponents who used Tacticals instead of cammo cloak scouts.  Hot shots ate them alive but any opponent with range, mobility, or cover just beat me up.

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Thanks everyone, the bad news is that I only managed to get one game in sad.png The good news is that it was a resounding victory for Semper's Heroes! biggrin.png I took some pictures, though the game was relatively unexciting so I'm afraid it won't be the most interesting of battle reports.

It was a great introduction to Kill Team so I will have quite a bit to report on what I learnt which I will type up when I have some more time. Like Bonzi said the way the game plays leads to certain limitations which makes it quite different and interesting - I'm sure everyone will be making stronger lists for next time...

The pictures are trapped on my phone currently so I will write the batrep when I get home smile.png It was a lot of fun even watching the other games so we'll be planning some more Kill Team games soon (huzzah!) - so much so that we're talking about all doing a Kill Team hobby event where we all pick a new codex to work with, and maybe grow into a full army because I can never resist laugh.png

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It's quite quick to play and different to normal games even more so thanks to the rule changes so it's well worth a go, I recommend it :tu:

 

Things to keep in mind are that numbers are good, but you also need a good number of upgrades as they can't hide in squads - cover helps as Bonzi says but only so far! Squads of one is a big change to how the game plays, and also means that close combat is less useful especially if you're a heavy hitter (like a Grey Knight would be). Vehicles are good, even the humble type that can fit into Kill Team can be troublesome to deal with as your opponent will target your AT, especially the long range ones (which are extremely useful!). The Chimera shines here, Ruby was able to throw out a ridiculous about of fire power at a hapless model who'd be blown to pieces under the storm - a reliable way to remove a model but also OTT!

 

So in this regard it's sort of like my approach to Guard in general - keep things cheap and numerous while retaining effectiveness. A heavy flamer might have been useful, but against that an opponent would spread out so overall I think any template weapon isn't worth it as it'd be too difficult to get a decent amount of hits.

 

Relentless wasn't much use on the HWT, so Feel no Pain or Stealth would have been better but it didn't make much difference in the end due to my opponent. The re-rolls on the plasmas was useful as it let them reliably extinguish a life each turn, I think a high shot weapon like a heavy bolter would benefit from split fire to let you have a bit more reliability over a single shot each way.

 

I've an idea on another Guard Kill Team, but given my opponent's list was a little unexpected I will elaborate on that a bit when I write the batrep. The other games I saw involved another Guard army, Sisters and Grey Knights - power armour is great, which is why I was very glad to have bought carapace as it made a real difference. In a way, Kill Team is almost a magnifying glass on how an army "best" plays and I think it is quite well done in how it makes the game work with the mission types and that.

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Captain Semper peered out into the muggy darkness. Visibility was poor and the auspex couldn't pick up anything but he something was out there - waiting. Yet they couldn't wait forever, the 144th was moving inexorably towards them so they had no choice but to break through or be cut off. They would come, and Alpha Squad would send them packing or die trying. As if summoned by thought, shadows started to appear in the distance and Semper signalled down from the cupola for battle stations and Ruby's engine growled to life. One by one the silhouettes multiplied until they seemed beyond counting but Semper just gripped the heavy stubber handles firmly and readied for his shots. One way or another it was going to be a long day...

***

The mission rolled was "Head Hunt", where the primary objective was the enemy leader. Semper got Iron Resolve increasing his command radius to 12". I can't remember what my opponent got, but I think it was pretty useless (and it didn't matter anyway!). I was facing off against a Platoon with three squads (!), two snipers and a plasma. One sniper had rending but I can't remember what specialist the plasma was and one of the sergeants (banner bearers) has fleshbane.

I wasn't quite prepared to face down so many models, and with each operating individually I knew I couldn't hope to kill them all! My elite Veterans were well equipped and with the support of Ruby I knew I had the quality so I just needed to be careful with them...

Deployment

gallery_30308_10077_105965.jpg

plus a bird's eye view of the horde:

gallery_30308_10077_2641.jpg

Don't worry Captain, I'm sure they're harmless...

gallery_30308_10077_23961.jpg

Turn 1

Traitor turn: the horde advances towards the Imperial forces but their faithless weapon fire is ineffective

Heroes turn: righteous gun fire crackles through the air, felling a sergeant and the plasma gunner. Ruby's machine spirit purrs after reducing the enemy leader to smoking boots with a thunderous salvo. First blood and the enemy leader and a specialist, 5 VPs already!

gallery_30308_10077_50823.jpg

Turn 2

Traitor turn: caring not for their own lives they continue to advance but once more their aim is not true, but they are dangerously close passing the Irn Bru glass...

Heroes turn: one of the sniper duels ends as a shot goes clean through, silencing the rending sniper. The plasma gunners continue to take a toll and three Veterans disembark to be able to target more foes, but it doesn't have much of an effect. Ruby's fury evaporates another sergeant.

gallery_30308_10077_46352.jpg

Turn 3

Traitor turn: now close enough to unleash their rage the HWT, sniper and a trooper are downed and things are starting to look bad.

Heroes turn: defiant against the oncoming wave Ruby trundles east, flanked by the two troopers. All guns unleash their vengeance to great effect and their numbers start to thin.

(no picture this turn... probably?)

Turn 4

Traitor turn: surging over the hill they gun down the left soldier, but Sviar holds firm against all odds with lasrifle fire bouncing off his carapace armour!

Heroes turn: with just one casualty away from break tests Sviar is ordered back onboard and Ruby backs off, all guns blazing. The plasma gunners continue to be merciless thanks to their rerolls (that was a good call!) and I am able to reduce the enemy down enough so only 3 more casualties are required before a break test!

gallery_30308_10077_171714.jpg

Turn 5

Traitor turn: without any hope left they fall back!

Heroes turn: it's easy enough to cause enough casualties but the enemy are surprisingly resilent against the tests. Maybe Guardsmen are braver on their own, or possibly because they're already retreating?

gallery_30308_10077_160553.jpg

The game ends there - victory to Semper's Heroes, may it be the first of many! biggrin.png 7-1 VPs, managing to complete all but the Linebreaker secondary objective. Needless to say after this everyone was talking about bringing armour next time tongue.png I think the Platoon is still viable though, just got to keep it minimum sized and spend the rest on upgrades.

It wasn't a particularly serious game being our first Kill Team, which is why I didn't hide inside the Chimera and scoot around shooting the special weapons but it helped highlight how best to play. At first I thought I was stuffed as I couldn't seem to kill them fast enough, were it not for Ruby I would have been! I'll need for come up with a way to better remember events for noting down, didn't help that the pictures seemed to look the same laugh.png

***

Five wounded and an autocannon lost - but the day was carried. The last of the foe had faded back into the ruins and Semper knew that reinforcements were soon approaching. There was no need to wait for them, just embark to treat wounds and make their way to the next battlefield. The Emperor had need of them elsewhere as always. Uber looked up from the Chimera's hatch and Semper nodded his reply. Ruby's engine was unusually quiet; she wanted to hear a song...

Through the Warp, to near and far,
To Tallarn, Lethe and Ultramar,
The Emperor points and we obey,
Through the Warp and far away...

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Looks good a well done on the victory, I debated running a platoon with that amount of people but unfortunately they suffer from having a lack of points for upgrades.

 

What would you do differently or change for next time?

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Thanks thumbsup.gif First of all I'd remember my dice, the grass matt and get them to tidy the room up a bit... laugh.png I think the list worked well, but I expect more vehicles next time as a result. That said I don't think I'd change the list due to it working well enough and being capable of handling vehicles ok. Maybe a multilaser for some more strength against them? That aside, Sempers Heroes have their weaponry set anyway msn-wink.gif

I was thinking a Sentinel or two could mix things up, but I'm not sure if losing the transport capacity of the Chimera is a good trade. Protecting your troops is very useful as this game proved and Chimeras are sturdy enough and have great shooting potential. I'll have to keep an eye on more mobile opponents next time, possibly. I'll see if I can slap together a platoon Kill Team and see what you can do with that at some point.

I hope I've given some comrades a taster of Kill Team (albeit not a great game... tongue.png ) so others try it out. In the meantime I'll try and get better at batreps laugh.png

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I'd say keep the Chimera over the sentinel. As you saw, the Chimera's turrets end up over killing a single model more often than not, making its ability to transport and protect important models a one up on the sentinel. Glad the first round was a victory!

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Armor is brutal in kill teams, especially Guard or Dark Eldar transports.  Watched a guy with a raider + flicker field + splinter rack table every opponent he faced.  We actually banned vehicles from kill team at our store for that reason.  It takes heavy weapons to drop vehicles and without any bodies to protect the heavy weapons they often are the first target of said vehicle.  

 

Small tactics are vital in kill teams and head hunter is one that teaches you to have special weapons beyond your specialists.  Playing frail Scions I learned never to ever let my leader expose himself, he spent every game hiding to deny kill points.  I did the same with my specialists in head hunter.  T3/low save armies are at a disadvantage in head hunter missions, its just too easy to drop our specialists unless they are inside a vehicle.

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Yeah it was a lot of fun, thanks for the comments guys :D I agree with you Bonzi, vehicles are good and you need redundancy with special/heavy weapons as it's easy to target them. We're used to small games in my gaming group from the old Kill Team and Combat Patrols, so we know that they can sometimes be abused. Plus we're more interested in having a good game unless it's one of our leagues or competitions - even then it's pretty much the same, just with more finely tuned lists and tactics smile.png

Kill Team is great for turning your army on it's head and making you think different. Scions would be a cool list to run, but as Bonzi said you'd need to be careful with them! I think units that have special rules are more risky, as such rules seem to often be of less use in Kill Team. If I were to summarise what Kill Team does then I'd probably say it's about the little guys and the basics as that's what will win the day for you smile.png

I will definitely run the Heroes again, but I'll come back with a Platoon list later too. I'd welcome other suggestions too - or better yet see others get some Kill Team in msn-wink.gif How many games have you got in Bonzi, could you tell us more about the lists you've run?

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