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DG kill teams


Orpheus108

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 Just a shame only fighters and not normal plague marines can take an axe otherwise I’d have my icon bearer with one though a extra bolt gun would probably be alright since I’ll only be able to take 5 marines at most with all the special weapons and melee weapons I am planning on taking on my team

 

This is the problem I ran into. I didn't feel comfortable with the small amount of ranged attacks I had in my list (2 Blight Launchers and a Plasma Gun). Death Guard will only have 5 Plague Marines depending on configuration so after your Leader, 2 x Gunners and 2 x Fighters you have nothing left. Blight Launchers - awesome. Not sure if more than one is needed, though. Once you add the Melee specialists you have no ranged ability really, especially when battling an enemy that does because their selections are cheaper or you're battling Thousand Sons which are almost all ranged. 

 

This is actually more difficult than I had first imagined...

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Is it that bad though to be a melee based KT with some ranged enhancements? I mean once you get to something like Thousand Sons, I imagine they're not doing so well. And the DG weapons will largely allow advancing while shooting. 

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So I just saw this DA vs DG Kill Team batrep from Glacial Geek.

Lots of bad plays from the DA and a WAY too strong Flail because they ignored that only the attack that reduces the wounds to 0 counts for the Injury rolls and every other attack after that is void but still a nice batrep to see how Kill Team works imo

 

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Flail is definitely good, but I didn't know exactly how to treat the flesh wound/rolls mechanics.

 

I did it wrong as well. I saw that if I killed a dude, then the remaining wounds that got through were what I rolled on. 

 

So in the case of the flail being 2 damage, I should have just rolled 2 dice for the results (since that's the blow that reduced the model to zero wounds). The rest is just overkill.

 

Even so, I gave my Flail guy the extra attack so I was rolling 2D3 attacks per round with him. Or I think I gave him the furious charge type ability (trying to remember as I played a few games.)

 

kt-dg.jpg?w=1024

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In campaigns I'd definitely always go Combat specialist with the Flail guy. The +1S the turn you charge from the Zealot tree doesn't really do anything for you since you already have S6 and can't reach S8 and the Combat tree offers even more tasty stuff like +1 to-hit rolls at level 2 and +1A for each enemy within 1" at level 3.

In regular Matched Play games where you can have only level 1 specialists I'd go with Zealot. The +1S still doesn't matter and if you get stuck the +1A (or rather +1d3A for the Flail) would go away however the level 1 Tactic is MUCH better (+1A for each hit roll of 6+) which also stacks nicely with DttFE.

 

Of course you could always go with two melee guys and take both but I in a rather elite team you'll want all the ranged support you can get.

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The Icon can tip the scales in your favour once you start getting Flesh Wounds on enemy models so they are more likely to fail their Nerve Tests which basically stuns them for a turn and can help to break the enemy team if you get the Leader or other models with the highest Leadership in its range but it won't help you if you're struggling.

If you have the 3p and don't know what else to do with it then take it but I don't think I'd replace anything in a Team for it.

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To me it's more the perk of the Bolter as well as the Icon's effect. I found myself severely outgunned with 2 Blight Launchers and a Plasma Gun being the only ranged weaponry I had. I don't know... especially when I have the Flail and Power Fist for melee.
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It will if you are facing non marine armies which is actually quite a lot, well around here at least since the majority of players here are pretty disappointed in most of the marine killteams lack of customisation especially CSM and space marines

 

I only take one fighter now so I can always use my icon plague marine the LD rebuff is quite nice and having an extra Bolter to take pot shots at the enemy has helped a bit

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and having an extra Bolter to take pot shots at the enemy has helped a bit

If it works for you that's great. I do think too many melee guys is a bad thing to go for but it's up to you to decide whether being good in melee or a single bolter is the better decision. ^^

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Thoughts after first games:

 

Plasmaguns could chew through our protection easily.

 

However, in 12"-24" range, Plasmagun could fire only 1 shot at us, our Blight launcher could fire 2(Heavy specialist 3!) shots at them.

 

We could get some advantage before our flail guy advancing to his charge position, and we must get that advantage.

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First attempt at a list:  Yes I did the names :happy.:

 

Golchor Gulgus-Champion-PF and Knife

Mulge the Curdled-Fighter-Flail

Gurloch Urghe-Gunner-Blight Launcher

Rancidness the Reeking-Boltgun and Krak

Festamus the Pestilent-Boltgun and Krak

Pustus Thrax-Boltgun and Krak

 

If my math is correct that's 98 points.

 

Please let me know what you think.  I'm more of a painter, not a gamer but this Kill Team stuff has got me wanting to play.

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