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Kill Teams


Orpheus108

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Greetings All,

 

Well Kill Team is out and we have devoured the book and come up with our teams, I thought I'd start the talk going here with what people think about Necrons in KT, the good and bad.

 

My first thoughts were pretty low, but as I read further and talking with others about it at my LGS, they started to stand out a but more.

 

Flayers to begin with, I didn't like but they can take the zealot specialist, which if you can get him in close by being sneaky your going to do some real damage to the enemy.

I'm loving the tesla carbine as my heavy in the team and of course the death markmarks are a must, one being a sniper specialist.

 

And one last thing, the leader, I'm interested in what people will build for their leader, use a Lord model or convert a warrior up.

 

Cheers guys

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I don't have the book but I would be interested in doing a Flayed One team. There's a short story about a village that is constantly attacked by Flayed Ones with them popping out independently all over the place wreaking havoc. If that's even kind of possible in this new system I'm down.
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A flayer team would be fun but no ranged attacks, would just have to be sneaky bastard to get them into hand to hand

A flayer team would be fun but no ranged attacks, would just have to be sneaky bastard to get them into hand to hand

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My first team for Crons will be:

 

Deathmark: Leader

 

Deathmark: sniper

Deathmark: comms

Flayed One: combat

 

Deathmark

Flayed One

Flayed One

Flayed One

 

I like the idea of an assassination cabal focused around the deathmarks being given kill contracts and enticing Flayed Ones to come along as the muscle/diversion.

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So I got my first game in. It was 50 points, just the basic rules and against my 7 year old. I played an immortal, 2 warriors and a flayed one against a primaris kt, 1 sgt(p sword and pistol) 1 gunner with grenade launcher and a basic intercessor. Won’t bore you with the game, just some thoughts and questions.

 

Necrons are essentially immune to the morale phase. At leadership 10, it’s a 1/6 to fail the brake test. And on a single d6, we need to lose 5 members of the team before anyone can fail a nerve test.

 

At first I thought RP was meh, but then I realized Necrons only have a 1/3 chance to be out of action, as opposed to everyone else’s 50/50. It gets even better against multi damage attacks. Rules as written are roll a d6 for each damage and pick the highest. Roll a 6? Back to full health!

 

I do have a question regarding the RP roll. Rules are on an unmodified 6, you come back with 1W and no flesh wounds. My reading on this is roll a natural 6, regardless of negative or positive modifiers, you’re good. Does that sound right?

 

Also regarding flayed ones, they’re cheaper then warriors by 2 points. Could we get so lucky and have a points adjustment again in chapter approved? I’d rock these guys if they were 10 points per instead of 17.(they don’t DS in KT so that’s my guess as to why they are cheaper, but I just don’t think that’s worth 7 more points per)

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  • 3 months later...

with the new FAQ. the teslas all work on an unmodified roll of 6.

 

necron kill team is what i think an easier army to play with as there is not a lot of options to tinker around with.

 

the RP ability is good to remember, but shouldn't be relied upon. it only works on unmodified roll of 6.

 

i have won a couple of kill team games with necron kt. the ratio being 1:3 win:loss.

 

the same weakness as 40k where pysker powers does hurt necrons.

 

@original poster

 

i just use normal model as leader. i have to add some purity seals or a helmet representing a head trophy at a later time. nothing to fancy. I did like the original fluff of just robots rising and no talk of different dynasty. :p

Edited by Mechanicus_Adept
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I think if we could bring Scarabs it would help a TON. Most of my losses have been about not having enough wounds, plain and simple. Necrons are definitely more viable in KT than 40k, though. I haven't picked up the Commanders book though so that might change it. I also don't own any Flayed Ones so I haven't tried them and they are our cheapest bodies.
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10 flayed ones rocks! They just wont die! Win about 2/3rds of my games with em. Kinda bland from a decision making stand point but really really tough. Commanders make kill team into something else entirely. Herohammer? Warmateams? 40k duels? I dunno. It aint kill team i know that much!
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I view Commanders in KT as being the equivalent of Apocalypse games of 40k. You have your normal team and then you have some superheavy that costs as much as the rest of your team combined. I haven't played with commanders yet because the game seems fine without them and including them will change it a ton.
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@tyriks, the commanders add a extra flavour to a kill team. They are usually used for 150+ games.

 

i have used one and the points cost for it is right for the necron cryptek.

 

I haven't tried the overlord, but the stats and weapons on the overlord would be as you say ".. equivalent of Apocalypse games of 40k". scary in CC.

 

@tychobi. that does sound boring having only 10 flayed ones. They move very slow as an army. 5" move. Are you constantly using "scout move" to get the flayed ones in combat faster?

 

I managed to snagged two flayed ones from a sale and it is more than enough to create a decent combat deterrence.

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  • 3 weeks later...

i'm trying this weekend my first Necron Killteam (pics later in the week when i finish painting them)

 

Ldr - 

immortal - Gauss Blaster

sniper - 

Deathmark - duh!

Combat-

Flayed one

Zealot-

Flayed one

 

Non specialists - 

3x Immortals - Gauss Blasters

 

if i recall it drops in at 99pts :smile.:

 

i converted the 2x flayed ones from normal warriors and gave em weaponised arms ...pics also later in the week:tongue.:

 

Cheers Mithril

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  • 1 month later...

@mithrilforge

 

i ran a list similar to this. you will always need a flayed ones for those combat heavy armies. If you are playing at a tournament then wouldn't you have a command roster with different members? How did the game go for you?

 

i have not tried yet a 10 man flayed ones. it seems very slow (5" move) and save of 4+ does not really help.

 

the ppl i play against usually go thousand suns or grey knights. -_-

Edited by Mechanicus_Adept
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I have not played kill team games against a psyker army, so I can’t give specific advice for that.

 

But I have played against psyker heavy armies in regular 40k, and I find you just hope they roll terribly in their psychic phase. We get so little defence against the phase, and it keeps getting stronger. My fingers are crossed for pariah models again....

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@Mechanicus_Adept - sorry for the late response, the game was very good, i went against a shooty/stabby mix of scions with plasma melta and flamers!! oh my...

i lost a couple of  immortals but the flayed ones saved the day with charging from cover to assault and hold objectives and the deathmark was nasty good !! :devil:  

i play with mates and we just make one single take allcomers team so we dont go all cheesy on each other...never played tourney style(i want to enjoy my games :laugh.: )

 

i don't recall smite?, whats its stats? ,range etc...

 

Cheers,Mithril

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@mithrilforge, sounds good like good mates.

 

smite is 18" or 12" range and it causes one mortal wound when successfully cast, but it has to target closest model.

 

i really wish that scarabs were around to at least soak up some of these smites and give necrons faster models 5" move is not the greatest when you have escape missons.

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@ Mechanicus_Adept - while i remember ...i used the mindshackle stratagem to great effect too ...nothing like making the other teams hvy weapons/specialists guy shoot and kill some of his own brethren :wink:  mind you next game he'll be wary and not bunch his guys together :sweat: 

could you use that stratagem to smite one of his own greyknights :devil: ...?

 

cheers, Mithril

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  • 3 months later...

Kill team elites have come out. :)

 

i am somewhat disappointed that the RP for elites was left as 1 wound restored. The lychguard and praterions 2 wounds. It seems like GW writers were copying and pasting the rules. -_-

 

Anyone else have read the kill team elites book yet? and would like to share their thoughts?f

 

otherwise it seems like a good addition to add kill team game

Edited by Mechanicus_Adept
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I’m a tad bit older than your son, CnE, but if I was his age I’d be jumping up and down too.

 

Lychguard are fun; but I’m really looking forward to Praetorians. Closing the gap in one or two turns sounds really appealing. Plus my Praetorians don’t get table time right now, so it might be good to have a medium they’d do well in.

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I’m a tad bit older than your son, CnE, but if I was his age I’d be jumping up and down too.

Lychguard are fun; but I’m really looking forward to Praetorians. Closing the gap in one or two turns sounds really appealing. Plus my Praetorians don’t get table time right now, so it might be good to have a medium they’d do well in.

i had the same idea. :) Praetorians are fun cool models and the fly ability will be great for Necrons.

 

@daimyo, are you planning to run them with rods or pistol & voidblade?

Edited by Mechanicus_Adept
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