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Kill Team Tactica: Adeptus Astartes


Disruptor_fe404

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Im Not sure fist is worth it though. With the few attacks you have - 1 to hit seems rough.

 

I'm a templars player, so I would like to fiel intercessor sgt and tactical sgt in melee configuration with a sword/fist. So I guess I will skip on the auspex. Rule of cool vs usefulness :/

 

Im currently crunching the numbers in battlescribe.

Sadly I dont have any reivars yet, but I think I might get the easy to build box with my next order, just for. Kill team.

Edited by Marshal Vespasian
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I'd say the fist is worth it on a Combat specialist since you'll want as many attacks as you can get to balance out the -1 to hit. Just be aware that it'll be kinda a glasscannon with the one wound so either have more threats on board or hide him well until he can strike.

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Played a 4-player game today. Terror Tactics. Due to messing around a bit, we all chose our teams before rolling for mission but after picking our factions. My composition: camo scout sniper sergeant Leader, Tactical Sniper Gunner with heavy bolter, camo Comms scout with missile launcher, camo scout with missile launcher, Combat-cessor sergeant with power sword, Intercessor Gunner with aux GL. My opponents were Deathwatch (Leader with storm shield and xenophase blade, heavy Gunner with frag cannon, three stock veterans), Tyranids (three Warriors kitted out for shooting, Lictor, two gaunts), Genestealer Cult (Leader with pick and boltpistol, Gunner with flamer, Gunner with mining laser, Gunner with heavy stubber, Icon bearer, four purestrains, two more stock neophytes I think).

 

I picked one of the wide deployment zones (so that I only needed to move across 30" of the table to score) and deployed my team in a block. GSC were directly opposite me and deployed in two blocks, Deathwatch between us both and was fairly spread out and as far forward as his long narrow deployment zone would allow, Tyranids mirrored the Deathwatch but had an elevated position.

 

Game proceeded like so:

  • Deathwatch and Tyranids traded shots and chargers for the first two turns while I went for targets of opportunity as I moved toward my objective edge as fast as I could while still being able to shoot. One half of the GSC threw a few shots my way but mostly had the same plan that I had, but the other half of the team made a concentrated effort to go around the behind of the Tyranid team and bolt for their objective edge.
  • Deathwatch was down to three models by turn 3, I had sniped the Tyranid leader with my Sergeant's rifle and another of the warriors with a good krak missile, plus a purestrain with what was effectively a max range frag missile. At the end of turn 3, GSC purestrains were obviously going to be able to get off the board unmolested if the game went to turn 5.
  • Game ended after Turn 4 with me on 6 VPs, Tyranids on 5 VPs, GSC on 4 VPs, and Deathwatch on 1 VP. No one actually got a model off the table though (GSC and I both would have gotten at least two models each if it had gone to turn 5, GSC could have gotten more but Tyranid player had to stop curb stomping the Deathwatch to harass both of us or lose, though it still wasn't enough).

Effectively, I won by being opportunistic and going unmolested (my team had lost a single wound on the Combat-cessor by the end of the game), which I'd like to think was a product of smart deployment. If we had done the mission properly, chances are good that every one of us would have gone for more mobile teams and gone full-tilt at the appropriate table edge.

 

I love missile launchers.

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Is this legal?

 

I'd like to make a debuffing intercessor with the AGL, using the Level 2 Heavy combo of Overwhelming Firepower tactic and Suppressor ability. However, grenade weapons fire once per phase ... So is this combo out, or do tactics overrule?

 

AGL's grenade keyword is very handy, and puts this ahead of other heavy, multi-shot options imo.

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I don't see any reason why that wouldn't work.  The rule for Grenades does not say "only one Grenade per phase", it says "a model (who fires a Grenade) cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase".

 

So if you come up with a way to use the AGL twice (as you have), it's perfectly legal.

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Yes, it's an Astartes Tactic.  If Deathwatch could use it too, that would be sick.  But as it is, for Astartes Kill Teams, a level 2 Intercessor Heavy Specialist with Stalker & AGL is going to put a lot of hurt on the other guy, from a very long distance, without sacrificing mobility.

 

I may use 2 Gunners - one as a Heavy, and one as Demolitions (I'll give that guy a regular Bolt Rifle).

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I am planning a Kill Team for DA based around that

 

Intercessor Sgt (leader) with bolt rifle and Power sword

 

Reiver Sgt (combat) with grapnel, bolt carabine and knife

Scout Sgt (sniper) with sniper rifle and camo cloak

Scout Gunner (heavy) with missile Launcher

 

Reiver with grapnel, bolt carabine and knife

Scout with sniper rifle and camo cloak

 

Total 95 points

 

I think it's a solid list

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Is this legal?

 

I'd like to make a debuffing intercessor with the AGL, using the Level 2 Heavy combo of Overwhelming Firepower tactic and Suppressor ability.

No, Intercessors can't be Heavy specialists.

Ha, well I'm actually pleased that KT is well thought through enough to avoid such cheese. Well done GW!

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I'm seeing a lot of people build lists with multiple Sgts in them. For the people using these teams are you opponents upset that you're using so many Sgts? Does it affect the game significantly to have multiple Sgts instead of using the normal guys?

 

Edit:

 

How does using primaris affect games? Are multiple wound models more effective? If I am remembering correctly don't they have the same chance to be mortally wounded from one wound since you have to roll on the wound chart when wounded? Still wrapping my head around Kill Team. Such a better system for me since I am unable paint an entire army lol

Edited by Aothaine
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you could have a sgt of each of our four unit options in the same list, but it's wasting some points (IMO)

 

Two wounds is nice because it means you absorb a little more damage before you roll on the injury table. A Mortal Wound just means you can't save. If you take one MW on a healthy Primaris you're down to a single wound left. You don't roll on the injury table until you're at 0 wounds.

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I haven't seen anybody complain about multiple Sergeants so far and I don't think it's an issue myself to be honest.

Yes multi-wound models are great in Kill Team. Especially the Stalker bolt rifle + AGL Intercessor with demolition specialism is really strong and a Reiver Sergeant or Intercessor Sergeant with Power sword as combat specialist can pull their weight as well.


To clarify: You have to roll for Injury when a model loses its last wound. So your Primaris can lose 1 wound and is completely fine, lose another wound and hopefully get a Flesh wound and still is completely fine. Only from the 3rd wound on it becomes interesting (as long as you don't roll an out of action result of course).

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As a side note, how good a multiple wound model is in killteam depends on what you are facing.  If an enemy is getting most of his unsaved wounds with overcharged plasma, the primaris is in no better position than a regular marine - when you roll multiple dice for injury rolls, its the damage of the attack that matter, not the wound overflow.

 

In my 1 kill team game against astartes so far (of the deathwatch variety), most of my unsaved wounds were from a meltagun and a overcharged plasmagun - it was kind of a wierd game (http://www.bolterandchainsword.com/topic/349399-kill-team-tactica-astra-militarum/?p=5159536), where none of us were inflicting flesh wounds until the game was almost over).

Edited by Dr_Ruminahui
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Why is the stalker rifle and AGL better than the base bolt rifle and AGL??? I don't see why. Can anyone enlighten me

The stalker bolter has slightly longer range meaning less chance of having long range modifiers, better ap as well for damaging those higher armour saves. The tradeoff of course is less shots when closer but to be fair the frag grenade can fix that problem.

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Why is the stalker rifle and AGL better than the base bolt rifle and AGL??? I don't see why. Can anyone enlighten me

The stalker bolter has slightly longer range meaning less chance of having long range modifiers, better ap as well for damaging those higher armour saves. The tradeoff of course is less shots when closer but to be fair the frag grenade can fix that problem.

 

 

Ah that makes sense! Thanks 

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Why is the stalker rifle and AGL better than the base bolt rifle and AGL??? I don't see why. Can anyone enlighten me

The stalker bolter has slightly longer range meaning less chance of having long range modifiers, better ap as well for damaging those higher armour saves. The tradeoff of course is less shots when closer but to be fair the frag grenade can fix that problem.

 

 No that's not the reason. You can't shoot the rifle when you use the AGL anyway. The reason why it's better is because Marines have a Tactic to give Intercessors with Stalker bolt rifle +1 to hit which you use for the AGL shooting.

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 No that's not the reason. You can't shoot the rifle when you use the AGL anyway. The reason why it's better is because Marines have a Tactic to give Intercessors with Stalker bolt rifle +1 to hit which you use for the AGL shooting.

 

Hold on, what?

 

You can't use Masterful Marksmanship on the AGL.

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 No that's not the reason. You can't shoot the rifle when you use the AGL anyway. The reason why it's better is because Marines have a Tactic to give Intercessors with Stalker bolt rifle +1 to hit which you use for the AGL shooting.

 

Hold on, what?

 

You can't use Masterful Marksmanship on the AGL.

 

 

After re-reading the Tactic I have to take back what I said and agree. It says you can use it when you shoot with the Stalker bolt rifle. Hah, I knew it was too good to be true but I've picked it up from someone else here and nobody corrected him and when I checked it I didn't notice the mistake either. :sweat:

 

In that case I wouldn't give the AGL carry a Stalker bolt rifle at all. The AGL is strictly better and you can't shoot both. Just go with the standard Bolt rifle as fall back weapon in the unlikely case you ever don't want to shoot with a 30" Krak or Frag grenade lol.

In that case it's worth thinking about having the AGL carry be a Sniper specialist because you already wound everything on 2+ or 3+ with your Krak grenade anyway and there's a big difference between hitting on 4+ or on 3+ against obscured targets (keep in mind you don't suffer from long range with grenades). On the other hand the +1 to wound rolls from the Demolition specialist would be handy for Frag grenades, especially against hordes and super shooty targets hiding far away in cover (like Skitarii with Arquebuse and Sniper specialism and/or Comms nearby for example).

While the Stalker bolt rifle unfortunately is no proper Sniper rifle so it still suffers from long range but also suffers from low Strength stat so it would benefit about equally from both, Sniper and Demolition specialism at level 1.

Edited by sfPanzer
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People always consider that in a vacuum.  If you don't need the AGL guy up close, why wouldn't you give him a powerful long range rifle?  He may not always be the one you want using a grenade - one of your fighters up close may want to toss one into an area they're moving into, in which case the guy with that Stalker can still do some good while shooting.

 

If you're going to give him some other gun that has to shoot at half range to avoid penalties, why bother with an AGL at all when you'll probably be close enough to just throw a grenade?

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