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Black Templar Kill Teams


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I mean I plan on using purely Intercessors and Reivars, alongside Scouts to make my Crusader Squads for Kill Teams. Currently looking at the following setup

2 Reivars w/Knives or 2 Intercessors

1 Intercessor Sgt w/PowSword

2 Scouts w/Knives

1 Scout w/HvyBolter or 1 Scout w/MisLauncher

1 Intercessor w/Auxillary Launcher or 1 Tactical w/HvyBolter

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I've done something which, a year ago, would have seemed like heresy. I have bought some Intercessors.

 

I've also gotten over my initial disappointment about no melee crusaders and decided that if Boltguns are good enough for the 3rd edition cover and the Black Templar full page artwork in thea3rs edition space marine codex, they're good enough for me.

 

I have therefore decided to run my Kill Team as a fluffy, post-Indomnitus Crusade Crusader Squad, with a mix of Initiates, Neophytes and Primaris. But no Reivers. I just cannot see them operating within a mixed squad.

 

My current thinking for my 20 marines, having dug around my bits boxes is this:

7 Neophytes (all metal original sculpts)

- two snipers

- two bolters

- two with bolt pistols and knives

- one with heavy bolter.

 

8 Initiates

- 1 SB with Power Sword and grav pistol

- 1 with combi-Plasma

- 1 flamer

- 3 Boltguns

- 1 with Heavy Bolter

- 1 with missile launcher

 

-6 Intercessors

- 1 with Power Sword and Bolt Rifle.

- 1 gunner with auxiliary grenade launcher

- 1 sniper with stalker bolt rifle

- 3 with a mix of auto bolt rifles and bolt rifles, haven't decided what yet.

 

I reckon this gives me a really wide mix of options to pick a team from, now I just need a combat squad of old marines and some more Crusader heads for the Intercessors.

 

Onwards!

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That's my plan. I just need to check how the specialisms all work out now. For instance, I know the Kill Team can not have more than one Leader, I just need to ascertain whether the Command Roster can have more than one. Anywho, the book is next to me now, so I will feed back soonish. Edited by Brother Adelard
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So, initial thoughts.

 

Only Sergeants can be Leaders, and a Kill Team can only have one Leader. I don't think however, that means you can't take more than one Sergeant in a Kill Team, just that only one of them can be the Leader. You are also allowed more than one Leader on the Roster, so the Roster could have one Intercessor Sgt Leader and one Tactical Sgt Leader, and that's fine as long as only one is in the kill team?

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I think I may occasionally run my chainsword crusaders as counts as reivers supported by neophytes. It'll give me my close combat kick and some added durability. Also, in response to the sergeant thing I think you're limited to only one sergeant from each datasheet, just like the limit on gunners.

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Played a game today. Very fun, even if we were just learning. Here was my 100 pt list:

 

1. Leader - Intercessor SGT, power sword

2. Gunner - Intercessor, Aux. Grenade launcher

3. Sniper - Scout, Sniper Rifle, camo cloak

4. Intercessor, Stalker Bolt rifle

5. Reiver SGT, Grapnel (combat specialist)

6. Reiver, Grapnel

 

I won convincingly against Imperial Guard but would note that massed plasma is going to hurt us in this game.

 

If you like close combat (and I’m assuming you do), Reivers are very, very good. They will become a priority target for opponents.

Edited by JAG Templar
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Okay, I may be sad that all space marines were rolled together in kill team, however, there were 2 other things that really stood out -

 

Zealot specialists..... I really hope that's a sly wink towards us

 

And

 

In the name generator there should've been a black templar list where 1-10 on a D10 for first name should all have been "brother" ... missed opportunity.

 

Overall impression so far - the core set is very nice in terms of quality and content for the price. The game itself is great fun and seems to have a lot of room for house rules and mini-expansions (for instance, named "star characters" such as Grimaldus).

 

Pretty much the only thing I'm sad about is how generic the SM entry is.....

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  • 3 weeks later...

Played a couple games of Kill Team tonight against Necrons. This game is pretty cool. 

 

Wanted to mention, combat specialist reiver sergeants are actually pretty dang good. Use the stratagem for them to ignore overwatch, get them in combat and you're gucci.

 

Sword brother with a combi plasma and chain sword has been doing work from afar. 

 

Comm specialist with a plasma gun is nasty. Pair him with a heavy bolter heavy specialist and its a great combo for the hellfire shells strat. 

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Don't know, the wording is kinda weird. It says alternatively armed with, and it says also can take chainsword, etc. Ill just ask my opponent and if they take issue with it I just will say the chain is broken so its just a beatin stick.

The pistol and bolter can be swapped for a combi.

 

Or you can take any one of the pistols and a ccw weapon.

 

You cannot have a combi and chainsword

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That's stupid. Whatever, I'll just say its beating stick. The game is so similar to 8th, so I don't like the fact that they can't homogenize the options. KT is a good game, but GW can never really reach the point where they get to an A+. They keep missing stuff like this. They've made progress but this shows there's still somewhat of a disconnect from the customer base because having options is what people want. Especially when they don't want to have to create new models, and they want to use their KT stuff in 8th and vice versa. 

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  • 4 weeks later...

I've become more interested in this from a modeling perspective, also because I identified a particular team I wanted to build.

 

If you've read McNeill's "Lords of Mars" trilogy, the Templars are present as a six man crusade. They are primarily armed with either bolters or BP/CS, but there is an Emperor's Champion with them.

 

So I am assuming that I could make a squad that looks something like this?

 

Emperor's Champion, power sword and bolt pistol (counts as sergeant?)

 

2 x Brethren with bolters, <CCW/Knife>

2 x Brethren with bolt pistol/chainsword

1 x Brother with heavy bolter

 

Would that fit in for 100 points? What kind of...<waves hands> abilities, specializations could they take?

 

...now I need to dig out those books to get their names.

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I've become more interested in this from a modeling perspective, also because I identified a particular team I wanted to build.

 

If you've read McNeill's "Lords of Mars" trilogy, the Templars are present as a six man crusade. They are primarily armed with either bolters or BP/CS, but there is an Emperor's Champion with them.

 

So I am assuming that I could make a squad that looks something like this?

 

Emperor's Champion, power sword and bolt pistol (counts as sergeant?)

 

2 x Brethren with bolters, <CCW/Knife>

2 x Brethren with bolt pistol/chainsword

1 x Brother with heavy bolter

 

Would that fit in for 100 points? What kind of...<waves hands> abilities, specializations could they take?

 

...now I need to dig out those books to get their names.

Your emperor's champion works. But tactical marines and tactical marine gunners can't take chainswords or combat knives.

 

EDIT: Unless you were talking about running them as counts-as primaris. Then your chainsword guys are rievers and your other guys are intercessors. That works. It works pretty well actually, coming in at 98 pts. I haven't played a game yet so I don't know how effective it is.

 

Here's what I came up with...

 

 

 

++ Kill Team List (Adeptus Astartes) [98pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Intercessor Sergeant [18pts]: Leader, Power sword

 

+ Specialists +

 

Intercessor Gunner [16pts]: Auxiliary grenade launcher, Bolt rifle, Demolitions

 

Reiver [17pts]: Combat knife, Grapnel Launcher, Scout

 

Reiver [17pts]: Combat, Combat knife, Grapnel Launcher

 

+ Non-specialists +

 

Intercessor [15pts]: Bolt rifle

 

Intercessor [15pts]: Bolt rifle

 

++ Total: [98pts] ++

 

Created with BattleScribe

Edited by +Chaplain Matthias+
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I've been running my chainsword crusaders as counts as reivers and my bolter bros as intercessors so I can say it works pretty well. You lose out on high strength punch but your team is very durable and has solid shooting and melee against T3 enemies, and weight of dice will still take out tougher targets. I also sometimes toss in a couple neophytes with heavy bolters for hellfire shells and extra firepower. I like to think the regular initiates made them sit back and shoot as a sort of hazing ritual, the initiates get all the close combat glory while their neophytes have to sit back and provide covering fire.

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Ok, thank you very much for that list.

 

Now that I've started thinking about this more, I also recall that one of the crusade members was an Apothecary.

 

Is that option/special ability available?

 

Spoiler

 

Hidden Content

 

He was one of the first members to be lost, which added gravitas to their situation because they knew that their geneseed would never be recovered, thus adding some additional gravitas to their circumstances.

 

The Templar vow of "Until the end" held even more significance for the crusade because their loss to the chapter would truly be final.

 

<Honda starts digging through bits to look for one of those arms>

 

Did I mention I was going to true scale them?

 

Cheers,

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Ok, thank you very much for that list.

 

Now that I've started thinking about this more, I also recall that one of the crusade members was an Apothecary.

 

Is that option/special ability available?

 

Spoiler

 

Hidden Content

 

He was one of the first members to be lost, which added gravitas to their situation because they knew that their geneseed would never be recovered, thus adding some additional gravitas to their circumstances.

 

The Templar vow of "Until the end" held even more significance for the crusade because their loss to the chapter would truly be final.

 

<Honda starts digging through bits to look for one of those arms>

 

Did I mention I was going to true scale them?

 

Cheers,

 

 

The closest thing to an apothecary would be a medic specialist but tacticals and primaris aren't able to take that specialism. You could just add the narthecium anyway. This guy is making truescale grey knights and one has a narthecium even though I'm pretty sure GK can't take medics either. It looks really good.

 

https://www.instagram.com/p/BoCDrwOnyJz/?utm_source=ig_web_button_share_sheet

 

Oh! Also GW just announced kill team commanders which seems like HQ options for kill team. One example was a primaris witch (psyker.) They said there will be 40 different options so maybe there will be an apothecary. But he would end up being your leader I'm sure since they're so expensive and powerful.

Edited by +Chaplain Matthias+
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