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Kill Team Tactica: Adeptus Astartes


Disruptor_fe404

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We are going to roll them at random, saddly. Can't plan to such detail.

Even more reason to have a bit of flexibility in the list. I never liked pure Gunline, but I mainly play daemons, so what do I know :biggrin.:

 

 

Well we played the ambush mission, so I got absolutely CRUSHED and didn't manage to get ANYONE away. We also played the scenario were one defends 3 objectives? GOt my position rushed and was crushed. Both times I got my entire team wiped out.

 

I do not think the list was bad. To the contrary. Mortal Wounds wth the Sniper at 4+ wound rolls was amazing. Comms to buff it worked great. The missile launcher sniper with Auspex also worked amazingly well. And the 2-heavy bolters and Auxiliary grenade launcher were awesome vs gaunts.

 

BUUUUUUT, my opponend rolled more 6's saves than I have ever seen in my LIFE.

 

Plasma, with an AP-3, worked better last time, since it negated his saves entirely. But, I was expecting missiles with an -2 to AP would wound SOMETHING. Instead, they all got nulled by saves of sixes. Each. Freaking. Time.

 

 

 

Been there on the saves. I played an event a few weeks ago and the main guy rolled more 5's and 6's than should be possible. Even he felt bad, and switching dice didn't do anything (since he wasn't cheating) but he did it to prove he was being honest.

 

I didn't realize until a last week that 6's for Sniper Rifles didn't have to be natural. I may rethink having one in my list since it can have a higher percentage to occur. MW's are nice in this game to start tacking on those flesh wounds.

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Yeah. You do need something to boost those Wound Rolls, though.

 

Demolitions is the easiest way to go. Pair to an Auspex+Comms spotter, and you can fire on 2+ at an obscured target. Then use the Demolitions Lv1 Stratagem and you will be at +2 to wound, getting Mortal Wounds on a 4+.

 

The thing is, that build costs a lot to put it on the table, and the Demolitions Sniper has no use for almost all of the Lv2+ abilities of his specialization.

 

So, it works on Matched Play. Buy might not be the best way to go on Campaigns.

Edited by Berzul
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Getting ready for a campaign comin up at a local shop and wanted to see if I could run a list by you all. This is what I was thinking of running for now before adding in additional stuff for the Command Roster.  I'm thinking I wanna add in a Heavy Heavy Bolter scout/tac at some point?  Anything in particular you guys are seeing that works really well?  Something that's been really fun to play with?


+ Leader +
Tactical Sergeant [15pts]: Leader, Auspex, Plasma pistol

 

+ Specialists +
Intercessor Sergeant [18pts]: Combat, Bolt rifle, Power sword

Intercessor Gunner [16pts]: Comms, Bolt rifle, Auxiliary grenade launcher
Scout Gunner [17pts]: Heavy, Camo Cloak, Missile launcher

+ Non-specialists +
Reiver [18pts]: Combat knife, Grapnel Launcher, Grav-chute
Tactical Marine Gunner [16pts]: Flamer

+ Total: [100pts] +

 

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an Intercessor srg with power sword and combat/ zealot looks to be very powerful to me. I would be more inclined to go zealot for S5 instead of combat though. 

Sadly, unless I'm not remembering things properly, I don't think the Intercessor Sgt can be a zealot.  Matter of fact, I'm not sure any Astartes can be.

 

Just a note for campaign play: If you want to get some XP for those fireteams, you need at least two from the same fireteam. Your non-spec Reaver and Intercessor would gain no XP. (Page 204)

Do you mean, non spec tactical? The one I have with the flamer? Also, is this xp overall?  I'm sure that I misread it, because I do that from time to time.  But I was under the impression that was if you were trying to get the "free" xp for members on your command list.  The ones IN the battle would still gain, I just woulnd't be getting the "free" xp for those who were not.

 

Edit: While thinking about what you said, I'm now torn.  I liked the idea of the auto-hit flamer for dealing with people in cover, and potential flesh wounds.  On the other hand, dropping the reiver hinders my CC ability/threat.  So now I'm not sure at all with the last 2 spots.

Edited by Adrenalined
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Zealot is only available for Grey Knights, Death Watch, Chaos Marines and Plague Marine (fighter only). Regular loyalists or Rubric Marines can't take Zealot.

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an Intercessor srg with power sword and combat/ zealot looks to be very powerful to me. I would be more inclined to go zealot for S5 instead of combat though. 

Sadly, unless I'm not remembering things properly, I don't think the Intercessor Sgt can be a zealot.  Matter of fact, I'm not sure any Astartes can be.

 

Just a note for campaign play: If you want to get some XP for those fireteams, you need at least two from the same fireteam. Your non-spec Reaver and Intercessor would gain no XP. (Page 204)

Do you mean, non spec tactical? The one I have with the flamer? Also, is this xp overall?  I'm sure that I misread it, because I do that from time to time.  But I was under the impression that was if you were trying to get the "free" xp for members on your command list.  The ones IN the battle would still gain, I just woulnd't be getting the "free" xp for those who were not.

 

Edit: While thinking about what you said, I'm now torn.  I liked the idea of the auto-hit flamer for dealing with people in cover, and potential flesh wounds.  On the other hand, dropping the reiver hinders my CC ability/threat.  So now I'm not sure at all with the last 2 spots.

 

Yes, I meant the non-Spec tactical and the Reaver. According to Page 204, you need two Fireteam members to get an XP tick at the end of the match.

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an Intercessor srg with power sword and combat/ zealot looks to be very powerful to me. I would be more inclined to go zealot for S5 instead of combat though. 

Sadly, unless I'm not remembering things properly, I don't think the Intercessor Sgt can be a zealot.  Matter of fact, I'm not sure any Astartes can be.

 

Just a note for campaign play: If you want to get some XP for those fireteams, you need at least two from the same fireteam. Your non-spec Reaver and Intercessor would gain no XP. (Page 204)

Do you mean, non spec tactical? The one I have with the flamer? Also, is this xp overall?  I'm sure that I misread it, because I do that from time to time.  But I was under the impression that was if you were trying to get the "free" xp for members on your command list.  The ones IN the battle would still gain, I just woulnd't be getting the "free" xp for those who were not.

 

Edit: While thinking about what you said, I'm now torn.  I liked the idea of the auto-hit flamer for dealing with people in cover, and potential flesh wounds.  On the other hand, dropping the reiver hinders my CC ability/threat.  So now I'm not sure at all with the last 2 spots.

 

Yes, I meant the non-Spec tactical and the Reaver. According to Page 204, you need two Fireteam members to get an XP tick at the end of the match.

 

 

I guess you could add them after the first fight, and begin gaining exp from then on?

 

Btw, if I read it correctly, the rule on fire team exp is:

 

As long as atleast 1 member of the fire team fought, and survived, and managed to kill one enemy model, the entire team gets an XP point.

 

Is this right? Could I have 1 guy out of a 10 model fire team show up, kill someone, and everyone gets an xp bonus?

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You could. It's worth noting that guys who are recruited into a fire team also have to spend a mission learning the ropes alongside an older member before gaining the benefit - though from the way it reads, they will contribute experience points if they score a kill regardless of whether they benefit from experience.

 

I've personally been very happy with my Scout Gunners with missile launchers - even without Specialties. Having a hard to hit platform with the option of D6 S4 shots or a DD6 shot with decent AP and wounding on 2+ most of the time is superb.

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1. Yes, of course you can start level them later on, its just a thing to keep in mind if you want to level your fireteams (And why shouldnt you?)

2. There are two rules for Fireteam XP. The first that if you have at least two members on the mission, all models get XP if both survive. And then another XP if the Fireteam gets a kill. Its in my oppinion not clear if you have to have the two models and the kill or if the kill with a single model is enough for this XP. As both sentences are linked with "in addition" I assume I need two member in the killteam and the kill.

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The 'in addition' rider in that line is to indicate that it's possible to get both experience points and that they are independent of each other, so 'at least 2 Fireteam members survived = 1 point' and 'Fireteam scored a kill = 1 point'. As I interpret it, of course.

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an Intercessor srg with power sword and combat/ zealot looks to be very powerful to me. I would be more inclined to go zealot for S5 instead of combat though. 

Sadly, unless I'm not remembering things properly, I don't think the Intercessor Sgt can be a zealot.  Matter of fact, I'm not sure any Astartes can be.

 

Just a note for campaign play: If you want to get some XP for those fireteams, you need at least two from the same fireteam. Your non-spec Reaver and Intercessor would gain no XP. (Page 204)

Do you mean, non spec tactical? The one I have with the flamer? Also, is this xp overall?  I'm sure that I misread it, because I do that from time to time.  But I was under the impression that was if you were trying to get the "free" xp for members on your command list.  The ones IN the battle would still gain, I just woulnd't be getting the "free" xp for those who were not.

 

Edit: While thinking about what you said, I'm now torn.  I liked the idea of the auto-hit flamer for dealing with people in cover, and potential flesh wounds.  On the other hand, dropping the reiver hinders my CC ability/threat.  So now I'm not sure at all with the last 2 spots.

 

Yes, I meant the non-Spec tactical and the Reaver. According to Page 204, you need two Fireteam members to get an XP tick at the end of the match.

 

 

I guess you could add them after the first fight, and begin gaining exp from then on?

 

Btw, if I read it correctly, the rule on fire team exp is:

 

As long as atleast 1 member of the fire team fought, and survived, and managed to kill one enemy model, the entire team gets an XP point.

 

Is this right? Could I have 1 guy out of a 10 model fire team show up, kill someone, and everyone gets an xp bonus?

 

 

 

1. Yes, of course you can start level them later on, its just a thing to keep in mind if you want to level your fireteams (And why shouldnt you?)

2. There are two rules for Fireteam XP. The first that if you have at least two members on the mission, all models get XP if both survive. And then another XP if the Fireteam gets a kill. Its in my oppinion not clear if you have to have the two models and the kill or if the kill with a single model is enough for this XP. As both sentences are linked with "in addition" I assume I need two member in the killteam and the kill.

 

So the question then becomes which do I dump and make room for a duplicate.  I liked the idea of having the reiver there to be a CC threat with grav/grap combo for mobility.  Droppin the flamer, doesn't leave enough room for another Reiver, even if I only chose grap for mobility.  I could drop grav on the first and pick up 2 with graps.  Alternatively I grab 2 flamers, but I don't even know how effective they are as of yet.

 

From a command roster standpoint, I could load it up with 2 of each to qualify for fireteam XP and then make the list prior to game depending on if I thought Id' get more use from flamer or the reivers.  Or should I be looking elsewhere in the list for points to cut/adjust?  Anything in particular you've ran that was good?  I'm open to any suggestions on the list I've built thus far.

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Well, I do believe the command roster is not bound by points, just units. That is to say, you can take the units you like in it, since the points only come into effect after the scenario is determined and you choose which units to bring in to form your Kill Team
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Hey guys, 

 

beginner here :smile.:

 

I'm triying to build an astartes Kill Team with a Reiver (Combat spec) and a Tactical Gunner with Plasma Gun (sniper Spec) as a core (because these are two models I really like), but I'm not sure how to expand on that. 

 

I heard that Deathwatch is a good faction for Reivers, so should I go with that instead of Vanilla Astartes? Would it make sense to field a Plasma Gun Deathwatch Veteran?

 

Any advice is appreciated!

 

PS: do any of you know which sprues are included in the Fangs of Ulfrich box? Is it just half the usual Reivers box or are the equipment options limited?

Edited by Markov Geist
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Hey guys,

 

beginner here :smile.:

 

I'm triying to build an astartes Kill Team with a Reiver (Combat spec) and a Tactical Gunner with Plasma Gun (sniper Spec) as a core (because these are two models I really like), but I'm not sure how to expand on that.

 

I heard that Deathwatch is a good faction for Reivers, so should I go with that instead of Vanilla Astartes? Would it make sense to field a Plasma Gun Deathwatch Veteran?

 

Any advice is appreciated!

Haven't looked at the Deathwatch with enough depth as to advice on them. But as far as Adeptus Astartes go, a Plasma Gunner is great.

 

Plasma Guns are by far one of the best weapons in Kill Team, I think. Range is great, rate of fire is great, strength and ap are great. No downsides.

 

Making him a sniper is a good way to go, as -X to hit are everywhere. Rerrolling 1s and being able to add a +1 to hit are both five star abilities.

 

One thing I have done is run my Plasma Gunner alongside a Sgt, either with a Conbi Plasma or an Auspex, in either case as a Comms specialist.

 

You can give your plasma gunner another +1 to hit, as well as the ability to ignore obscured.

 

In two consecutive games I was able to fire overcharged plasma shots at 2+ with rerroll 1s at a 4W Lictor. Blasted it out of the board both times in a single strike each time. Simply amazing.

 

As for combat, I'd pair that reiver with a Leader.

 

A leaders skill tree has some great leadership reducing abilities that require you to be up close. As well as a lv 1 stratagem that allows you to hit with another model when he strikes. Add it to the basic astartes stratagem to attack twice, and that combat reiver can attack alongside the leader, then attack normally, then attack again. If he is a combat specialist, that id A LOT of attacks.

Edited by Berzul
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Haven't looked at the Deathwatch with enough depth as to advice on them. But as far as Adeptus Astartes go, a Plasma Gunner is great.

 

Plasma Guns are by far one of the best weapons in Kill Team, I think. Range is great, rate of fire is great, strength and ap are great. No downsides.

 

Making him a sniper is a good way to go, as -X to hit are everywhere. Rerrolling 1s and being able to add a +1 to hit are both five star abilities.

 

One thing I have done is run my Plasma Gunner alongside a Sgt, either with a Conbi Plasma or an Auspex, in either case as a Comms specialist.

 

You can give your plasma gunner another +1 to hit, as well as the ability to ignore obscured.

 

In two consecutive games I was able to fire overcharged plasma shots at 2+ with rerroll 1s at a 4W Lictor. Blasted it out of the board both times in a single strike each time. Simply amazing.

 

As for combat, I'd pair that reiver with a Leader.

 

A leaders skill tree has some great leadership reducing abilities that require you to be up close. As well as a lv 1 stratagem that allows you to hit with another model when he strikes. Add it to the basic astartes stratagem to attack twice, and that combat reiver can attack alongside the leader, then attack normally, then attack again. If he is a combat specialist, that id A LOT of attacks.

 

 

Sounds great to me. Plasma + Sniper stuck out to me immediately, because it mitigates the biggest downside by being able to reroll native 1s.

 

The accompanying Sergeant makes a lot of sense, thanks!

 

As for the combat Reiver, isn't it pretty much necessary for the leader to be a Reiver as well, so he can keep up with the Combat Specialist? Their mobility seems to be one of their greatest strenghts. Or do you feel it's not that important? 

 

Also, would you rather have A Reiver Sergeant with Heavy Bolt Pistol and Combat knive or `Bolt Carbine and Combat Knife? The Carbine seems like a good allround weapon, but the Pistol shines when he's engaged and provides -1 AP he's lacking otherwise.

Edited by Markov Geist
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Well, I do not play Primaris models, and to be honest I do not even know fully well what the difference is. So, I can't really comment on the best loadout.

But, my advice was that, if you are going to have a combat specialist, a good way to support him is by keeping the Leader close by.

 

For instance, you could play a Reiver Specialist and a Reiver Sgt., the first specialized in combat, the second as your leader. Both geared for melee.

When you get into combat, and if you have enough CP to spare, you can have your leader attack, the combat reiver join in, then you can have the combat reiver attack, then have him attack once again. That will net you a great ton of attacks in a single battle round.

 

So yeah, Reivers for both units would probably be best. To amke sure mobility is there.

Edited by Berzul
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For instance, you could play a Reiver Specialist and a Reiver Sgt., the first specialized in combat, the second as your leader. Both geared for melee.

When you get into combat, and if you have enough CP to spare, you can have your leader attack, the combat reiver join in, then you can have the combat reiver attack, then have him attack once again. That will net you a great ton of attacks in a single battle round.

 

So yeah, Reivers for both units would probably be best. To amke sure mobility is there.

 

It might be better to not use 2 Reivers, with the sacrifice of some mobility ofcourse. The Reiver Sgt. has 3 attacks instead of the 2 a normal reiver gets. I you can somehow make a tactical/intercessor Sgt. (Leader) keep up with a Reiver Sgt (Combat), you'll deal out even more hurt in CC. Especially if you give the Intercessor a Powersword.

 

Following you method you can have:

- 3 hits from an AP-3 sword from the leader.

- 15 hits from the Reiver if he has a Combat Knife equiped.

 

Depends on how cluttered your terrain is ofcourse, It's pretty useless if the Intercessor can't keep up. 

Edited by GreyRavenC
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I've used the Reiver Sgt Combat specialist a few times now and he didn't really convince me all that much. 5 Attacks is great but with AP0 it just happens too often that nothing gets through even against weaker targets.

I'm thinking about making my Reiver Sgt my Leader so he still has 4 Attacks and make my Intercessor Sgt my Combat specialist instead so he gets 4 Attacks with his power sword which should hurt a LOT more.

The mobility of the Reiver didn't make much of a difference either anyway since it works only for normal movement which as I read it excludes charge moves so you can get close nicely but still have to wait a round before being able to make a charge move like any other Marine. It's great for Carbine Reiver tho!

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Wait... You're saying Reivers don't ignore vertical distance for charging? If so what language makes you think that? I was under the impression that their grapnel launcher affected all movement. Edited by thewarriorhunter
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Wait... You're saying Reivers don't ignore vertical distance for charging? If so what language makes you think that? I was under the impression that their grapnel launcher affected all movement.

The language where it literally says "when it makes a normal move".

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Wait... You're saying Reivers don't ignore vertical distance for charging? If so what language makes you think that? I was under the impression that their grapnel launcher affected all movement.

The language where it literally says "when it makes a normal move".

 

 

Yup, this part.

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