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Kill Team Tactica: Adeptus Astartes


Disruptor_fe404

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For campaign games I was going to run a tac gunner with flamer as a demo spec (running Salamander killteam and pyromanic is so fluffy), but now its apparent you can take more than one sergeant, I'm going with a tac sergeant with combi flamer as a demo spec. He has +1 A, +1 LD and has the bolter part of the combi if he's out of range with the flamer. I'll run a tac gunner with a HB, but am still deciding between the heavy and sniper spec for him. I'm running a intercessor Sgt with BP and PS using the Dark Imperium Lt as my leader, as for my other spec and fire team, I've no idea yet. Edited by Captain Smashy Pants
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Well, high model count means more guys nearby to provide nerve buffs (or rather, deny the nerve penalty for being alone), and pushes the Break Test a bit as you require bigger loses beforw testing.

 

That's true, but it also allows multi shot weapons to target a whole bunch of guys at once. I kind of feel like the mitigation is locked behind campaign play. If your leader could get his fearless bubble in matched then he'd instantly seem more useful compared to now

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Well, high model count means more guys nearby to provide nerve buffs (or rather, deny the nerve penalty for being alone), and pushes the Break Test a bit as you require bigger loses beforw testing.

 

That's true, but it also allows multi shot weapons to target a whole bunch of guys at once. I kind of feel like the mitigation is locked behind campaign play. If your leader could get his fearless bubble in matched then he'd instantly seem more useful compared to now

 

 

This just made the idea of firing a frag missile or auxiliary frag grenade at a cluster of models all the more tempting. Rolling a 6 for the number of shots could ruin a cluster of T3 chaps.

 

Question: Can the equipment options for the Intercessor Sergeant be interpreted in such a way that you could equip him with 2 chain swords?

 

If it's possible then that's a base 6 attacks if you make him a Combat Specialist and then on top of that if you got him to level 3 and chose the attribute of gaining 1 additional attack for every enemy within 1". Charging into a group would be deadly (especially because you would have the Warrior Adept attribute making hit on 2+ normally) provided you survived the overwatch.

Edited by Knightsword
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So, I have two lists in mind to try out this weekend, then:

 

The first one,

 

Tac Sgt with Auspex and Bolt Pistol (Leader)

 

Intercessor Gunner with Auto Bolt Rifle and Auxiliary Grenade Launcher (Demolitions)

Tactical Gunner with Heavy Bolter (Sniper)

Scout Gunner with Heavy Bolter (Comms)

 

Scout with Bolter

Scout with Bolter

Scout with Bolter

Scout with Bolter

 

100 pts

 

 

And then a second one,

 

Scout Sgt with Sniper Rifle and Camo Cloak (Leader)

 

Intercessor Gunner with Auto Bolt Rifle and Auxiliary Grenade Launcher (Demolitions)

Tactical Sgt with Combi Plasma (Comms)

Tactical Gunner with Plasma Gun (Sniper)

 

Scout with Sniper Rifle and Camo Cloak

Scout with Sniper Rifle and Camo Cloak

Scout Gunner with Heavy Bolter

 

100 points

 

I wonder which list would fare better...

Edited by Berzul
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I'll be trying atleast one of this lists this afternoon vs Death Guard. Lets see how it goes.

 

I'd go with the list with the Plasma for the AP. DG will eat up all those bolter shots and spit them back out at you. 

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Played a game (not using the list I posted though) against Grey Knights and I rolled abysmally! It was over at the end of Turn 3, and the only model of mine that did anything was the Intercessor Sergeant (combat).

 

Psybolt every turn and Pysbolt Ammo Tactic are absolutely solid abilities for a GK team.

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I had a couple games against nids where we both won one.

 

I'd definitely say I'm more comfortable fighting power armour than multi wound. Only needing the one wound to go through for a potential kill lets weight of fire be viable while plasma and/or sniper really pull the weight. Crafty use of decisive shot can really screw with them too. I would stay away from the reivers and scout melee options vs grey knights and do more power sword, flamer, plasma and snipers.

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I played my plasma+snipers list vs a Death Guard Kill Team of 8 pox walkers, and 4 Plague Marines, carrying a Plasma Gun, a Blight Launcher, and the Flail-of-I-don't-remember-what.

 

Twice.

 

And I got massacred.

 

Twice.

 

It was a sight to behold. First scenario we had to cross each others deployment line. He rushed me with Pox Walkers and overtook my position easily. Second scenario was to captur objectives, and with 2 pox walkers on each plus his Plague Marines to press me against my edge, he won easily again.

 

He rolled amazingly too. Saving almost every single Disgustingly Resilient. Plasma did its job and helfire shells on a heavy with comms to buff him was the mvp of my list; but my rolls were overall horrible, and the sniper rifles were just a HUGE dissapointment.

 

They most likely work well against less resilient enemies, but vs the Death Guard I think that, in the future, Bolters to mass shots against the pox walkers and Plasma to snipe the Plague Marines would be the way to go.

 

I did have a ton of fun playing, though.

 

The results have me thinking, about trying a more Elite List to fare against such high resistance units.

 

I'm thinkinh about...

 

Scout Sgt with Sniper Rifle and Camo Cloak (leader)

 

Scout Gunner with Sniper Rifle and Camo Cloak (demolitions)

Tactical Gunner with Plasma Gun (sniper)

Tactical Sgt with Combi Plasma (comms)

 

Scout Gunner with Heavy Bolter

Tactical Gunner with Heavy Bolter

 

 

Leader as a sniper makes him survivable for the extra CP per turb

Sniper with Demolition offsets the low S of the rifle and gives you better chances of a wound

Double Plasma Team with the accuracy combo of sniper and comms can take care of high T, high Sv units

Double Heavy Bolters can take care of low T, low Sv, high model count enemies (and double vs elite enemies with Helfire Shells)

 

The list is also 89 points, giving you +1 CP per turn against 99+ point lists.

Edited by Berzul
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I played my plasma+snipers list vs a Death Guard Kill Team of 8 pox walkers, and 4 Plague Marines, carrying a Plasma Gun, a Blight Launcher, and the Flail-of-I-don't-remember-what.

 

Twice.

 

And I got massacred.

 

Twice.

 

It was a sight to behold. First scenario we had to cross each others deployment line. He rushed me with Pox Walkers and overtook my position easily. Second scenario was to captur objectives, and with 2 pox walkers on each plus his Plague Marines to press me against my edge, he won easily again.

 

He rolled amazingly too. Saving almost every single Disgustingly Resilient. Plasma did its job and helfire shells on a heavy with comms to buff him was the mvp of my list; but my rolls were overall horrible, and the sniper rifles were just a HUGE dissapointment.

 

They most likely work well against less resilient enemies, but vs the Death Guard I think that, in the future, Bolters to mass shots against the pox walkers and Plasma to snipe the Plague Marines would be the way to go.

 

I did have a ton of fun playing, though.

 

The results have me thinking, about trying a more Elite List to fare against such high resistance units.

 

I'm thinkinh about...

 

Scout Sgt with Sniper Rifle and Camo Cloak (leader)

 

Scout Gunner with Sniper Rifle and Camo Cloak (demolitions)

Tactical Gunner with Plasma Gun (sniper)

Tactical Sgt with Combi Plasma (comms)

 

Scout Gunner with Heavy Bolter

Tactical Gunner with Heavy Bolter

 

 

Leader as a sniper makes him survivable for the extra CP per turb

Sniper with Demolition offsets the low S of the rifle and gives you better chances of a wound

Double Plasma Team with the accuracy combo of sniper and comms can take care of high T, high Sv units

Double Heavy Bolters can take care of low T, low Sv, high model count enemies (and double vs elite enemies with Helfire Shells)

 

The list is also 89 points, giving you +1 CP per turn against 99+ point lists.

 

T5 and DR is so good. And that flail thing is flipping ridiculous

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I played my plasma+snipers list vs a Death Guard Kill Team of 8 pox walkers, and 4 Plague Marines, carrying a Plasma Gun, a Blight Launcher, and the Flail-of-I-don't-remember-what.

 

Twice.

 

And I got massacred.

 

Twice.

 

It was a sight to behold. First scenario we had to cross each others deployment line. He rushed me with Pox Walkers and overtook my position easily. Second scenario was to captur objectives, and with 2 pox walkers on each plus his Plague Marines to press me against my edge, he won easily again.

 

He rolled amazingly too. Saving almost every single Disgustingly Resilient. Plasma did its job and helfire shells on a heavy with comms to buff him was the mvp of my list; but my rolls were overall horrible, and the sniper rifles were just a HUGE dissapointment.

 

They most likely work well against less resilient enemies, but vs the Death Guard I think that, in the future, Bolters to mass shots against the pox walkers and Plasma to snipe the Plague Marines would be the way to go.

 

I did have a ton of fun playing, though.

 

The results have me thinking, about trying a more Elite List to fare against such high resistance units.

 

I'm thinkinh about...

 

Scout Sgt with Sniper Rifle and Camo Cloak (leader)

 

Scout Gunner with Sniper Rifle and Camo Cloak (demolitions)

Tactical Gunner with Plasma Gun (sniper)

Tactical Sgt with Combi Plasma (comms)

 

Scout Gunner with Heavy Bolter

Tactical Gunner with Heavy Bolter

 

 

Leader as a sniper makes him survivable for the extra CP per turb

Sniper with Demolition offsets the low S of the rifle and gives you better chances of a wound

Double Plasma Team with the accuracy combo of sniper and comms can take care of high T, high Sv units

Double Heavy Bolters can take care of low T, low Sv, high model count enemies (and double vs elite enemies with Helfire Shells)

 

The list is also 89 points, giving you +1 CP per turn against 99+ point lists.

T5 and DR is so good. And that flail thing is flipping ridiculous

Yeah. I figure, maybe there IS good reason to go full elite.

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Well putting together my Carcharodon Astra to give space marines a go tomorrow night, I'll post up some pics of the models, they won't be fully painted but 3/4 done and I'll post up my list and a game review for you to go through the pros and cons.

 

My 40k army I'm building after finishing my DG army is Carcharodon Astra, loved the books and they are just bloodthirsty psychos.....they're great .

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The list is also 89 points, giving you +1 CP per turn against 99+ point lists.

You only get the bonus CP once, at the start of the battle.

My bad. I read that wrong.

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Ok, lets talk special weapons.

 

Specifically, plasma, melta and grav.

 

Flamers have a very clear reason for their utility. (Potentially) high rate of fire, with autohits, which is gold in a game with so many to hit penalties.

 

You could argue that, at such a close range, no weapon would have the penalty to hit, but still.

 

Melta Guns seem weird to me. The AP value feels overkill-y with the selection of models you have across factions. You can argue for S8 to wound on 2+ to almost everything in Kill Team, but range is an issue so you better KILL with that shot or you are going to get charged.

 

Plasma seems better. High AP, high S, better range and better rate of fire. A Sniper Specialist csn risk keeping it overcharged and fire at the same S8 as the melta (although with a fixed D1 or D2 value).

 

Now, with pretty much everything (save for some exceptions like Plague Marines) at T3 or T4, i'm thinking, what about grav guns?

 

18 inch range, rapid fire, S5, same AP-3 as Plasma Guns... And cheaper.

 

Is grav a good way to go in Kill Team??

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Melta are a two edged sword. If they hit they are extremely likely to kill since they wound everything except for Plague Marines on a 2+, ignore any armour in the game and force 1d6 take highest Injury rolls. The problem really is to hit since with only 12" range you'd have to be within 6" to not suffer from the Long Range penalty.

 

That's also why I'd prefer Plasma. Twice the range of Melta, about the same AP, when overcharged the same Strength but forces only 2 take highest Injury rolls. 2 damage isn't even enough to kill a Tyranid Warrior tho that's a special case since no other model has more than 2 wounds. It makes it harder to punch through 5+++ abilities as well tho.

Oh right, it's also a Rapid fire weapon so it has twice as many shots as Melta once you get within 12".

 

Grav is a weird inbetween. 6" less range than Plasma and 6" more range than Melta. Less Strength than both, same AP as Plasma. Only 1 damage unless you shoot it against Marines or Stealth Suits. I honestly don't see a reason to take this one over Plasma like ever. Maybe if you don't have enough points after paying for specialists and whatnot in campaigns ...

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(...) I honestly don't see a reason to take this one over Plasma like ever. Maybe if you don't have enough points after paying for specialists and whatnot in campaigns ...

Plasma+Combi Plasma costs 7, Grav and Combi Grav costs 4. Saving 3 points means a Heavy Bolter ok the team. Its not a bad combo.

 

On such close quarters, that 9-18 inch range is still pretty decent, and wounding on S5 is still a 3+ to wound vs almost everything. With an AP-3 AND Dd3 vs Marines and Stealth Suits.

This is all theory though

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(...) I honestly don't see a reason to take this one over Plasma like ever. Maybe if you don't have enough points after paying for specialists and whatnot in campaigns ...

Plasma+Combi Plasma costs 7, Grav and Combi Grav costs 4. Saving 3 points means a Heavy Bolter ok the team. Its not a bad combo.

 

On such close quarters, that 9-18 inch range is still pretty decent, and wounding on S5 is still a 3+ to wound vs almost everything. With an AP-3 AND Dd3 vs Marines and Stealth Suits.

This is all theory though

 

 

I didn't say it's bad. Just that Plasma is a lot better.

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